this.takedamage = DAMAGE_NO;
if(this.move_movetype == MOVETYPE_NONE)
- this.velocity = this.oldvelocity;
+ this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work
RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
this.takedamage = DAMAGE_NO;
if(this.move_movetype == MOVETYPE_NONE)
- this.velocity = this.oldvelocity;
+ this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work
RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
spamsound(this, CH_SHOTS, SND_GRENADE_STICK, VOL_BASE, ATTN_NORM);
// let it stick whereever it is
- this.oldvelocity = this.velocity;
+ this.movedir = this.velocity; // save to this temporary field, will be restored on explosion
this.velocity = '0 0 0';
set_movetype(this, MOVETYPE_NONE); // also disables gravity
this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
spamsound(this, CH_SHOTS, SND_GRENADE_STICK, VOL_BASE, ATTN_NORM);
// let it stick whereever it is
- this.oldvelocity = this.velocity;
+ this.movedir = this.velocity; // save to this temporary field, will be restored on explosion
this.velocity = '0 0 0';
set_movetype(this, MOVETYPE_NONE); // also disables gravity
this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
{
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo), 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_SetupShot_ProjectileSize(actor, weaponentity, GREN_MINS, GREN_MAXS, 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
- Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
entity gren = new(grenade);
gren.owner = gren.realowner = actor;
gren.projectiledeathtype = thiswep.m_id;
gren.weaponentity_fld = weaponentity;
setorigin(gren, w_shotorg);
- setsize(gren, '-3 -3 -3', '3 3 3');
+ setsize(gren, GREN_MINS, GREN_MAXS);
gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
gren.nextthink = time;
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo), 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_SetupShot_ProjectileSize(actor, weaponentity, GREN_MINS, GREN_MAXS, 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
- Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
gren = new(grenade);
gren.owner = gren.realowner = actor;
gren.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
gren.weaponentity_fld = weaponentity;
setorigin(gren, w_shotorg);
- setsize(gren, '-3 -3 -3', '3 3 3');
+ setsize(gren, GREN_MINS, GREN_MAXS);
gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
setthink(gren, adaptor_think2use_hittype_splash);
PHYS_INPUT_BUTTON_ATCK2(actor) = false;
if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
{
- if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
+ if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true, true))
{
PHYS_INPUT_BUTTON_ATCK(actor) = true;
if(random() < 0.01) actor.bot_secondary_grenademooth = 1;
}
else
{
- if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
+ if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true, true))
{
PHYS_INPUT_BUTTON_ATCK2(actor) = true;
if(random() < 0.02) actor.bot_secondary_grenademooth = 0;
METHOD(Mortar, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 12;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
sound(actor, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);