X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fokhmg.qc;h=0bc9af4bef6e8f8e170ca938420d106072133ba5;hb=4942d749e35fa3b5d5759d51bdae689492dd1c17;hp=6bfafed67f9cab6b360f435ae3e15474148bf3fb;hpb=79012b90e96396059bcc310a8a95ae38918993a4;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/overkill/okhmg.qc b/qcsrc/common/mutators/mutator/overkill/okhmg.qc index 6bfafed67..0bc9af4be 100644 --- a/qcsrc/common/mutators/mutator/overkill/okhmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/okhmg.qc @@ -45,7 +45,7 @@ void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity if (autocvar_g_casings >= 2) // casing code { makevectors(actor.v_angle); // for some reason, this is lost - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity); + SpawnCasing(((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), vectoangles(v_forward), 3, actor, weaponentity); } ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(okhmg, refire) * W_WeaponRateFactor(actor); @@ -55,7 +55,7 @@ void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity METHOD(OverkillHeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true); } METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) @@ -149,8 +149,7 @@ METHOD(OverkillHeavyMachineGun, wr_killmessage, Notification(entity thiswep)) METHOD(OverkillHeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor)) { - vector org2; - org2 = w_org + w_backoff * 2; + vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);