#define WEAPONS_ALL_C
#if defined(CSQC)
- #include <client/defs.qh>
#include "../constants.qh"
#include "../stats.qh"
#include <lib/warpzone/anglestransform.qh>
#include <common/util.qh>
#include "../monsters/_mod.qh"
#include "config.qh"
+ #include <server/weapons/common.qh>
#include <server/weapons/csqcprojectile.qh>
#include <server/weapons/tracing.qh>
- #include "../t_items.qh"
+ #include <server/items/spawning.qh>
#include <server/autocvars.qh>
#include <server/constants.qh>
- #include <server/defs.qh>
#include "../notifications/all.qh"
#include "../deathtypes/all.qh"
#include <server/mutators/_mod.qh>
REGISTER_NET_TEMP(w_muzzleflash)
#ifdef SVQC
-void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, entity muzzlemodel, vector shotorg, vector shotdir)
+void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
{
// don't show an exterior muzzle effect for the off-hand
if(weaponslot(weaponentity) == 0)
{
- Send_Effect_Except(eff, shotorg, shotdir * 1000, 1, actor);
+ Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
- if(muzzlemodel != MDL_Null)
+ if(thiswep.m_muzzlemodel != MDL_Null)
{
- W_MuzzleFlash_Model(actor.exteriorweaponentity, muzzlemodel);
+ W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
}
}
int channel = MSG_ONE;
msg_entity = it;
WriteHeader(channel, w_muzzleflash);
+ WriteByte(channel, thiswep.m_id);
WriteByte(channel, weaponslot(weaponentity));
- (Effects_COUNT >= 255)
- ? WriteShort(channel, eff.m_id)
- : WriteByte(channel, eff.m_id);
- (Models_COUNT >= 255)
- ? WriteShort(channel, muzzlemodel.m_id)
- : WriteByte(channel, muzzlemodel.m_id);
WriteVector(channel, shotorg);
});
}
NET_HANDLE(w_muzzleflash, bool isNew)
{
return = true;
+ int weapon_id = ReadByte();
int slot = ReadByte();
- int net_name = (Effects_COUNT >= 255) ? ReadShort() : ReadByte();
- int net_modelname = (Models_COUNT >= 255) ? ReadShort() : ReadByte();
vector sv_shotorg = ReadVector();
- entity eff = Effects_from(net_name);
+ Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
vector forward, right, up;
MAKE_VECTORS(viewangles, forward, right, up);
{
// in third person mode, show the muzzle flash from the server side weapon position
// we don't have a view model to reference in this case
- pointparticles(eff, sv_shotorg, forward * 1000, 1);
+ pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
return;
}
if(!autocvar_r_drawviewmodel) return;
- entity muzzlemodel = Models_from(net_modelname);
entity wepent = viewmodels[slot];
// get the local player entity to calculate shot origin
entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
vector md = wepent.movedir_aligned;
vector vecs = ((md.x > 0) ? md : '0 0 0');
- vector dv = right * -vecs.y + up * vecs.z;
+ vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
vector org = rlplayer.origin + rlplayer.view_ofs + dv;
- tracebox(org, '0 0 0', '0 0 0', org + forward * (vecs.x + 1), MOVE_NORMAL, rlplayer);
- org = trace_endpos - forward * 1;
- pointparticles(eff, org, forward * 1000, 1);
+ pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
- if(muzzlemodel != MDL_Null)
+ if(thiswep.m_muzzlemodel != MDL_Null)
{
- W_MuzzleFlash_Model(wepent, muzzlemodel);
+ W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
}
}