]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/okrpc.qc
Merge branch 'master' into Lyberta/WaypointIcons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okrpc.qc
index 3174fa7ff31ee4006231c4f45fbba5395619fe74..25704934f6fc0d73512b780c58f794284a456134 100644 (file)
@@ -14,7 +14,7 @@ void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitenti
        {
                // if chainsaw hit something, it removed fired damage (so that direct hit is 100%)
                // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back
-               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(okrpc, damage), 0);
+               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype), WEP_CVAR(okrpc, damage), 0);
        }
 
        delete(this);
@@ -36,15 +36,15 @@ void W_OverkillRocketPropelledChainsaw_Touch (entity this, entity toucher)
 
 void W_OverkillRocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       if (GetResource(this, RES_HEALTH) <= 0)
                return;
 
        if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       TakeResource(this, RESOURCE_HEALTH, damage);
+       TakeResource(this, RES_HEALTH, damage);
 
-       if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       if (GetResource(this, RES_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, W_OverkillRocketPropelledChainsaw_Explode_think);
 }
 
@@ -71,7 +71,7 @@ void W_OverkillRocketPropelledChainsaw_Think(entity this)
                                // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%.
                                float fired_damage = WEP_CVAR_PRI(okrpc, damage2) - WEP_CVAR_PRI(okrpc, damage);
                                float hit_damage = WEP_CVAR_PRI(okrpc, damage2);
-                               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, fired_damage, hit_damage);
+                               accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype), fired_damage, hit_damage);
                        }
                        this.m_chainsaw_damage += WEP_CVAR_PRI(okrpc, damage2);
                }
@@ -84,14 +84,13 @@ void W_OverkillRocketPropelledChainsaw_Think(entity this)
        this.nextthink = time;
 }
 
-void W_OverkillRocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity weaponentity)
+void W_OverkillRocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
-       entity flash = spawn ();
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity);
-       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), WEP_OVERKILL_RPC.m_id);
-       Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), thiswep.m_id);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
        PROJECTILE_MAKETRIGGER(missile);
 
        missile.owner = missile.realowner = actor;
@@ -100,13 +99,13 @@ void W_OverkillRocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .en
 
        missile.takedamage = DAMAGE_YES;
        missile.damageforcescale = WEP_CVAR_PRI(okrpc, damageforcescale);
-       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR_PRI(okrpc, health));
+       SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(okrpc, health));
        missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage;
        missile.damagedbycontents = true;
        IL_PUSH(g_damagedbycontents, missile);
        set_movetype(missile, MOVETYPE_FLY);
 
-       missile.projectiledeathtype = WEP_OVERKILL_RPC.m_id;
+       missile.projectiledeathtype = thiswep.m_id;
        missile.weaponentity_fld = weaponentity;
        setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
 
@@ -124,10 +123,6 @@ void W_OverkillRocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .en
 
        CSQCProjectile(missile, true, PROJECTILE_RPC, false);
 
-       setmodel(flash, MDL_RPC_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');
        missile.m_chainsaw_damage = 0;
 
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
@@ -149,14 +144,11 @@ METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity ac
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
                        // Set secondary fire animation.
-                       vector a = '0 0 0';
                        actor.(weaponentity).wframe = WFRAME_FIRE2;
-                       a = actor.(weaponentity).anim_fire2;
-                       a.z *= g_weaponratefactor;
                        FOREACH_CLIENT(true, LAMBDA(
                                if (it == actor || (IS_SPEC(it) && it.enemy == actor))
                                {
-                                       wframe_send(it, actor.(weaponentity), a, true);
+                                       wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
                                }
                        ));
                        animdecide_setaction(actor, ANIMACTION_SHOOT, true);
@@ -191,15 +183,15 @@ METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity ac
 
 METHOD(OverkillRocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okrpc, ammo);
-       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_PRI(okrpc, ammo);
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okrpc, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(okrpc, ammo);
        return ammo_amount;
 }
 
 METHOD(OverkillRocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okrpc, ammo);
-       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_SEC(okrpc, ammo);
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okrpc, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(okrpc, ammo);
        return ammo_amount;
 }