]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vaporizer.qc
Remove the g_ prefix from some server code files and rename sv_main to main
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vaporizer.qc
index 8b1e1bfce8f4038497685731e8e54bbe3f2667e3..57668782f1da5ce889aa31dc733e6e3b0ba077b8 100644 (file)
@@ -124,10 +124,11 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        yoda = 0;
        damage_goodhits = 0;
-       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);
+       FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, true, 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);
+       vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
        SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
 
        if(yoda && flying)
@@ -187,7 +188,8 @@ 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);
+       // uses electro effects
+       W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
 
     while(counter < total)
        {
@@ -239,7 +241,8 @@ 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);
+       // uses electro effects
+       W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
 
     while(counter < total)
        {