]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
Show the particle effect of the muzzle flash at the gun's actual muzzle position...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index f8c2be1d50777e1cea209366fe830aee87381009..a82762fa4009213b8cedc901288a91b26cc80a56 100644 (file)
@@ -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;
-       Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
 
        //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;
 
-       Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
 
        missile                                 = new(missile);
        missile.owner                   = missile.realowner = actor;
@@ -342,8 +342,6 @@ void W_Seeker_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
 void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
 {
-       float c;
-       entity oldenemy;
        this.cnt = this.cnt - 1;
 
        Weapon thiswep = WEP_SEEKER;
@@ -358,11 +356,10 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek
 
        entity own = this.realowner;
 
-       oldenemy = own.enemy;
+       entity oldenemy = own.enemy;
        own.enemy = this.enemy;
 
-       c = own.cnt % 4;
-       switch(c)
+       switch(own.cnt % 4)
        {
                case 0:
                        W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO