this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- RadiusDamage (this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, directhitentity);
+ RadiusDamage(this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
delete(this);
}
W_RocketPropelledChainsaw_Explode(this, toucher);
}
-void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if (this.health <= 0)
return;
tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
if(IS_PLAYER(trace_ent))
- Damage (trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR_PRI(rpc, force));
+ Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(rpc, force));
this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(rpc, speedaccel) * sys_frametime));
entity flash = spawn ();
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(rpc, ammo), weaponentity);
- W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage));
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage), WEP_RPC.m_id);
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(missile);
set_movetype(missile, MOVETYPE_FLY);
missile.projectiledeathtype = WEP_RPC.m_id;
+ missile.weaponentity_fld = weaponentity;
setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
}
// 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(rpc, delay),
WEP_CVAR_SEC(rpc, lifetime)
);
- actor.(weaponentity).m_weapon = oldwep;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(rpc, animtime), w_ready);
}
}