mydmg *= charge;
myforce *= charge;
- W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
+ W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, WEP_OVERKILL_NEX.m_id);
if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound
{
sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM);
actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor);
// Ugly hack to reuse the fire mode of the blaster.
makevectors(actor.v_angle);
- Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
- actor.(weaponentity).m_weapon = WEP_BLASTER;
W_Blaster_Attack(
actor,
weaponentity,
WEP_CVAR_SEC(oknex, delay),
WEP_CVAR_SEC(oknex, lifetime)
);
- actor.(weaponentity).m_weapon = oldwep;
if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
}
// ugly instagib hack to reuse the fire mode of the laser
makevectors(actor.v_angle);
- Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
- actor.(weaponentity).m_weapon = WEP_BLASTER;
W_Blaster_Attack(
actor,
weaponentity,
WEP_CVAR_SEC(oknex, delay),
WEP_CVAR_SEC(oknex, lifetime)
);
- actor.(weaponentity).m_weapon = oldwep;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
return;
}