]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
bullet effect for SG
authorMartin Taibr <taibr.martin@gmail.com>
Tue, 3 Jul 2018 03:30:11 +0000 (05:30 +0200)
committerMartin Taibr <taibr.martin@gmail.com>
Tue, 3 Jul 2018 03:30:11 +0000 (05:30 +0200)
qcsrc/common/mutators/mutator/overkill/okshotgun.qc
qcsrc/common/weapons/weapon/shotgun.qc

index 2f1651776fdab25a67b98a42b0f9e386b44805ea..900ec630e0f326e60e471e62c03fc7946f50dfaf 100644 (file)
@@ -55,7 +55,8 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
                        WEP_CVAR_PRI(okshotgun, bullets),
                        WEP_CVAR_PRI(okshotgun, spread),
                        WEP_CVAR_PRI(okshotgun, solidpenetration),
-                       WEP_CVAR_PRI(okshotgun, force));
+                       WEP_CVAR_PRI(okshotgun, force),
+                       EFFECT_RIFLE_WEAK);
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
                return;
        }
index fe465e52848bf34d739c8a650bdda87436c8c8a1..8c37e7c60446704c3d3a60bb2baac4f5995a84b0 100644 (file)
@@ -2,13 +2,13 @@
 
 #ifdef SVQC
 
-void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect)
 {
        W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
 
        W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, WEP_SHOTGUN.m_id);
        for(int sc = 0;sc < bullets;sc = sc + 1)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, EFFECT_RIFLE_WEAK);
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, bullet_trail_effect);
 
 
        Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
@@ -159,7 +159,8 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity
                WEP_CVAR_PRI(shotgun, bullets),
                WEP_CVAR_PRI(shotgun, spread),
                WEP_CVAR_PRI(shotgun, solidpenetration),
-               WEP_CVAR_PRI(shotgun, force)); // actually is secondary, but we trick the last shot into playing full reload sound
+               WEP_CVAR_PRI(shotgun, force),
+               EFFECT_BULLET); // actually is secondary, but we trick the last shot into playing full reload sound
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
@@ -178,7 +179,8 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity
                WEP_CVAR_PRI(shotgun, bullets),
                WEP_CVAR_PRI(shotgun, spread),
                WEP_CVAR_PRI(shotgun, solidpenetration),
-               WEP_CVAR_PRI(shotgun, force));
+               WEP_CVAR_PRI(shotgun, force),
+               EFFECT_BULLET);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
@@ -215,7 +217,8 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
                                                WEP_CVAR_PRI(shotgun, bullets),
                                                WEP_CVAR_PRI(shotgun, spread),
                                                WEP_CVAR_PRI(shotgun, solidpenetration),
-                                               WEP_CVAR_PRI(shotgun, force));
+                                               WEP_CVAR_PRI(shotgun, force),
+                                               EFFECT_BULLET);
                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                 }
@@ -233,7 +236,8 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
                                                WEP_CVAR_PRI(shotgun, bullets),
                                                WEP_CVAR_PRI(shotgun, spread),
                                                WEP_CVAR_PRI(shotgun, solidpenetration),
-                                               WEP_CVAR_PRI(shotgun, force));
+                                               WEP_CVAR_PRI(shotgun, force),
+                                               EFFECT_BULLET);
                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                 }