]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vaporizer.qc
Remove legacy Quake bbox expansion: projectiles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vaporizer.qc
index 25aa1b6658c62367fe0f9787f7230f2be7678a4c..b29fd38f4f6247354123112a28fbc673a95cd0f2 100644 (file)
@@ -194,7 +194,7 @@ void W_RocketMinsta_Attack(entity actor, .entity weaponentity, int mode)
        int laser_count = max(1, autocvar_g_rm_laser_count);
        int total = (mode == 0) ? laser_count : 1;
        Sound snd = (mode == 0) ? SND_CRYLINK_FIRE : SND_ELECTRO_FIRE2;
-       W_SetupShot_ProjectileSize(actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, snd, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
+       W_SetupShot_ProjectileSize(actor, weaponentity, RM_MINS, RM_MAXS, false, 2, snd, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
 
        // uses electro effects
        W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
@@ -230,7 +230,7 @@ void W_RocketMinsta_Attack(entity actor, .entity weaponentity, int mode)
                proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
                proj.angles = vectoangles(proj.velocity);
                settouch(proj, W_RocketMinsta_Laser_Touch);
-               setsize(proj, '0 0 -3', '0 0 -3');
+               setsize(proj, RM_MINS, RM_MAXS);
                proj.flags = FL_PROJECTILE;
                IL_PUSH(g_projectiles, proj);
                IL_PUSH(g_bot_dodge, proj);
@@ -297,7 +297,8 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
             if(WEP_CVAR_SEC(vaporizer, ammo))
                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity);
 
-            BLASTER_SECONDARY_ATTACK(vaporizer, actor, weaponentity);
+            makevectors(actor.v_angle);
+            W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 
             // now do normal refire
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
@@ -354,7 +355,7 @@ METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
 
 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    vector org2 = w_org + w_backoff * 6;
+    vector org2 = w_org + w_backoff * 2;
     if(w_deathtype & HITTYPE_SECONDARY)
     {
         pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);