X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fcrylink.qc;h=bfb9499f493ac88537288bb55d984250a20624e8;hb=9fcb19e1dfc3c9535a25591f2ea7b0586a04ac53;hp=3589146352e18d6fe74b3616147cc6233b3d7958;hpb=45d8904a100765555e622598a39967963733df1d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/crylink.qc b/qcsrc/common/weapons/weapon/crylink.qc index 358914635..bfb9499f4 100644 --- a/qcsrc/common/weapons/weapon/crylink.qc +++ b/qcsrc/common/weapons/weapon/crylink.qc @@ -43,9 +43,15 @@ void W_Crylink_Dequeue(entity e) W_Crylink_Dequeue_Raw(e.crylink_owner, e.queueprev, e, e.queuenext); } +void W_Crylink_DeleteLink(entity this) +{ + if(this.classname != "spike_oktoremove") + W_Crylink_Dequeue(this); + delete_fn(this); +} + void W_Crylink_Reset(entity this) { - W_Crylink_Dequeue(this); delete(this); } @@ -263,7 +269,6 @@ void W_Crylink_Touch(entity this, entity toucher) else if(finalhit) { // just unlink - W_Crylink_Dequeue(this); delete(this); return; } @@ -278,7 +283,6 @@ void W_Crylink_Touch(entity this, entity toucher) void W_Crylink_Fadethink(entity this) { - W_Crylink_Dequeue(this); delete(this); } @@ -303,11 +307,12 @@ void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity) up = v_up; shots = WEP_CVAR_PRI(crylink, shots); - Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots); + W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); proj = prevproj = firstproj = NULL; for(counter = 0; counter < shots; ++counter) { proj = new(spike); + proj.dtor = W_Crylink_DeleteLink; proj.reset = W_Crylink_Reset; proj.realowner = proj.owner = actor; proj.crylink_owner = actor; @@ -415,11 +420,12 @@ void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity) up = v_up; shots = WEP_CVAR_SEC(crylink, shots); - Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots); + W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); proj = prevproj = firstproj = NULL; for(counter = 0; counter < shots; ++counter) { proj = new(spike); + proj.dtor = W_Crylink_DeleteLink; proj.weaponentity_fld = weaponentity; proj.reset = W_Crylink_Reset; proj.realowner = proj.owner = actor; @@ -568,7 +574,7 @@ METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentit } actor.(weaponentity).crylink_waitrelease = 0; if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !thiswep.wr_checkammo2(thiswep, actor, weaponentity)) - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!(actor.items & IT_UNLIMITED_AMMO)) { // ran out of ammo! actor.cnt = thiswep.m_id;