From: Mario Date: Thu, 16 Jul 2020 19:31:11 +0000 (+1000) Subject: Don't multiply shot direction by 1000 in each case, fixes strange flashes appearing... X-Git-Tag: xonotic-v0.8.5~851^2~2 X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=commitdiff_plain;h=4ee2d51965da9760ccdc68ac4edf4985ca0c90a4 Don't multiply shot direction by 1000 in each case, fixes strange flashes appearing around the map --- diff --git a/qcsrc/common/effects/all.qc b/qcsrc/common/effects/all.qc index 1fade55cf0..d3a144620a 100644 --- a/qcsrc/common/effects/all.qc +++ b/qcsrc/common/effects/all.qc @@ -64,7 +64,7 @@ void Send_Effect_Except(entity eff, vector eff_loc, vector eff_vel, int eff_cnt, net_eff.eent_net_count = eff_cnt; net_eff.eent_eff_trail = eff.eent_eff_trail; - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != ignore && !(IS_SPEC(it) && it.enemy == ignore), Net_Write_Effect(net_eff, it, 0)); + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != ignore && !(IS_SPEC(it) && it.enemy && it.enemy == ignore), Net_Write_Effect(net_eff, it, 0)); delete(net_eff); } diff --git a/qcsrc/common/mutators/mutator/overkill/okhmg.qc b/qcsrc/common/mutators/mutator/overkill/okhmg.qc index 2f8a651c47..7007f08666 100644 --- a/qcsrc/common/mutators/mutator/overkill/okhmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/okhmg.qc @@ -40,7 +40,7 @@ void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; - W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir); if (autocvar_g_casings >= 2) // casing code { diff --git a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc index a1add71a84..dbc7f656a9 100644 --- a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc +++ b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc @@ -34,7 +34,7 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; - W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir); if(autocvar_g_casings >= 2) // casing code { diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index 986d016b1a..a16d7af3ec 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -131,7 +131,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY); - W_MuzzleFlash(actor, weaponentity, EFFECT_ARC_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_ARC_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); missile = new(missile); missile.owner = missile.realowner = actor; diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index 00919e68f8..cf812f4585 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -55,7 +55,7 @@ void W_Blaster_Attack( vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD); W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype); - W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); entity missile = new(blasterbolt); missile.owner = missile.realowner = actor; diff --git a/qcsrc/common/weapons/weapon/crylink.qc b/qcsrc/common/weapons/weapon/crylink.qc index bfb9499f49..df26fdfdca 100644 --- a/qcsrc/common/weapons/weapon/crylink.qc +++ b/qcsrc/common/weapons/weapon/crylink.qc @@ -307,7 +307,7 @@ void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity) up = v_up; shots = WEP_CVAR_PRI(crylink, shots); - W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); proj = prevproj = firstproj = NULL; for(counter = 0; counter < shots; ++counter) { @@ -420,7 +420,7 @@ void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity) up = v_up; shots = WEP_CVAR_SEC(crylink, shots); - W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); proj = prevproj = firstproj = NULL; for(counter = 0; counter < shots; ++counter) { diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index 5a1d56e39a..f67b5868cb 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -308,7 +308,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id); - W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_DEVASTATOR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_DEVASTATOR_MUZZLEFLASH, w_shotorg, w_shotdir); entity missile = WarpZone_RefSys_SpawnSameRefSys(actor); missile.weaponentity_fld = weaponentity; diff --git a/qcsrc/common/weapons/weapon/electro.qc b/qcsrc/common/weapons/weapon/electro.qc index 369267ad16..61acc0dd75 100644 --- a/qcsrc/common/weapons/weapon/electro.qc +++ b/qcsrc/common/weapons/weapon/electro.qc @@ -227,7 +227,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) thiswep.m_id ); - W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); proj = new(electro_bolt); proj.owner = proj.realowner = actor; @@ -378,7 +378,7 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) w_shotdir = v_forward; // no TrueAim for grenades please - W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); entity proj = new(electro_orb); proj.owner = proj.realowner = actor; diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index d658c8b804..1ecacb5a3d 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -137,7 +137,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity) { W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage), WEP_FIREBALL.m_id); - W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); entity proj = new(plasma_prim); proj.owner = proj.realowner = actor; @@ -176,7 +176,7 @@ void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector { W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0, WEP_FIREBALL.m_id); // TODO: probably doesn't need deathtype, just a prefire effect w_shotorg += f_diff.x * v_up + f_diff.y * v_right; - W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_PRE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_PRE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); } void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire) @@ -275,7 +275,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity) traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor); w_shotorg = trace_endpos; - W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); proj = new(grenade); proj.owner = proj.realowner = actor; diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index 2f7c9912c6..04989d7aa1 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -83,7 +83,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), thiswep.m_id); - W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); missile = new(missile); missile.owner = missile.realowner = actor; @@ -129,7 +129,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), thiswep.m_id | HITTYPE_SECONDARY); - W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); missile = new(missile); missile.owner = missile.realowner = actor; @@ -185,7 +185,7 @@ void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponen shots = actor.(weaponentity).hagar_load; W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, thiswep.m_id | HITTYPE_SECONDARY); - W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); forward = v_forward; right = v_right; diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index 949b176026..34481e6191 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -31,7 +31,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id); - W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; @@ -81,7 +81,7 @@ void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY); - W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); missile = new(hlacbolt); missile.owner = missile.realowner = actor; diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 8e203d41c8..3b239e7c5b 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -18,7 +18,7 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity we else fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET); - W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir); // casing code if(autocvar_g_casings >= 2) @@ -91,7 +91,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; - W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir); if(autocvar_g_casings >= 2) // casing code { @@ -114,7 +114,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET); - W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir); if(autocvar_g_casings >= 2) // casing code { diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index bf676e0eca..ee512cf326 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -270,7 +270,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), thiswep.m_id); - W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_MINELAYER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_MINELAYER_MUZZLEFLASH, w_shotorg, w_shotdir); entity mine = WarpZone_RefSys_SpawnSameRefSys(actor); mine.weaponentity_fld = weaponentity; diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index 0db0414122..0769fe41a5 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -154,7 +154,7 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity) W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage), thiswep.m_id); w_shotdir = v_forward; // no TrueAim for grenades please - W_MuzzleFlash(actor, weaponentity, EFFECT_GRENADE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_GRENADE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); entity gren = new(grenade); gren.owner = gren.realowner = actor; @@ -206,7 +206,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage), thiswep.m_id | HITTYPE_SECONDARY); w_shotdir = v_forward; // no TrueAim for grenades please - W_MuzzleFlash(actor, weaponentity, EFFECT_GRENADE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_GRENADE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); gren = new(grenade); gren.owner = gren.realowner = actor; diff --git a/qcsrc/common/weapons/weapon/rifle.qc b/qcsrc/common/weapons/weapon/rifle.qc index 273d820c30..9d3e25b3b2 100644 --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@ -10,7 +10,7 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype); - W_MuzzleFlash(actor, weaponentity, EFFECT_RIFLE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 2000); + W_MuzzleFlash(actor, weaponentity, EFFECT_RIFLE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 2); if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye { diff --git a/qcsrc/common/weapons/weapon/seeker.qc b/qcsrc/common/weapons/weapon/seeker.qc index de50dd7713..389fdef17a 100644 --- a/qcsrc/common/weapons/weapon/seeker.qc +++ b/qcsrc/common/weapons/weapon/seeker.qc @@ -171,7 +171,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v makevectors(actor.v_angle); W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id)); w_shotorg += f_diff; - W_MuzzleFlash(actor, weaponentity, EFFECT_SEEKER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_SEEKER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); //actor.detornator = false; @@ -269,7 +269,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity) W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage), thiswep.m_id | HITTYPE_SECONDARY); w_shotorg += f_diff; - W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); missile = new(missile); missile.owner = missile.realowner = actor; diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 30643a8aaa..1757eeff49 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -31,7 +31,7 @@ void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float if(lag && bullets > 0) antilag_restore_all(actor); - W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, MDL_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, MDL_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir); // casing code if(autocvar_g_casings >= 1) diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index 171f922cf3..8b1e1bfce8 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -127,7 +127,7 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity) FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, thiswep.m_id); // do this now, as goodhits is disabled below - W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); SendCSQCVaporizerBeamParticle(actor, damage_goodhits); if(yoda && flying) @@ -187,7 +187,7 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity) W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id); - W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); while(counter < total) { @@ -239,7 +239,7 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id); - W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); while(counter < total) { diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index 0fb4cbbb95..d8afd115db 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -152,7 +152,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i actor.vortex_lasthit = damage_goodhits; //beam and muzzle flash done on client - W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); SendCSQCVortexBeamParticle(charge); W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);