X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fdevastator.qc;h=891c44583d65d1b491c372234c2e269979b77b19;hb=fb1aa1d1d4d68123757d990a5097384d2291c1ef;hp=fce84c3b8eb88cc3d0b36a37861a361e5810f103;hpb=87390523a589c3bb63ee6826efe4a261544d7241;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index fce84c3b8..891c44583 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -308,7 +308,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id); - Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); entity missile = WarpZone_RefSys_SpawnSameRefSys(actor); missile.weaponentity_fld = weaponentity; @@ -351,13 +351,6 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound - // muzzle flash for 1st person view - entity flash = spawn(); - setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below - SUB_SetFade(flash, time, 0.1); - flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(actor, weaponentity, flash, '5 0 0'); - // common properties MUTATOR_CALLHOOK(EditProjectile, actor, missile); @@ -401,7 +394,7 @@ METHOD(Devastator, wr_aim, void(entity thiswep, entity actor, .entity weaponenti }); float desirabledamage; desirabledamage = enemydamage; - if(time > actor.invincible_finished && time > actor.spawnshieldtime) + if(time > STAT(INVINCIBLE_FINISHED, actor) && time > actor.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; if(teamplay && actor.team) desirabledamage = desirabledamage - teamdamage;