void W_OverkillRocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
- entity flash = spawn ();
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity);
W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), thiswep.m_id);
- Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
PROJECTILE_MAKETRIGGER(missile);
missile.owner = missile.realowner = actor;
CSQCProjectile(missile, true, PROJECTILE_RPC, false);
- setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
- SUB_SetFade (flash, time, 0.1);
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
missile.m_chainsaw_damage = 0;
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
METHOD(OverkillRocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(okrpc, speed), 0, WEP_CVAR_PRI(okrpc, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(okrpc, speed), 0, WEP_CVAR_PRI(okrpc, lifetime), false, true);
}
METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
- a = actor.(weaponentity).anim_fire2;
- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), a, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);