X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmortar.qc;h=52b8a571a51eb34e0265bf7fb52a3d0676e57a57;hb=a3e71389992c582ccf77ca5b11d1f0ceee50eb9f;hp=904f0c12838ff37b775847a0f4541d560406abd9;hpb=9e50112561ad6f4cefe6d13bd7185f5dfd1ada4b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index 904f0c128..52b8a571a 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -15,7 +15,7 @@ void W_Mortar_Grenade_Explode(entity this, entity directhitentity) this.takedamage = DAMAGE_NO; if(this.move_movetype == MOVETYPE_NONE) - this.velocity = this.oldvelocity; + this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); @@ -40,7 +40,7 @@ void W_Mortar_Grenade_Explode2(entity this, entity directhitentity) this.takedamage = DAMAGE_NO; if(this.move_movetype == MOVETYPE_NONE) - this.velocity = this.oldvelocity; + this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); @@ -98,7 +98,7 @@ void W_Mortar_Grenade_Touch1(entity this, entity toucher) spamsound(this, CH_SHOTS, SND_GRENADE_STICK, VOL_BASE, ATTN_NORM); // let it stick whereever it is - this.oldvelocity = this.velocity; + this.movedir = this.velocity; // save to this temporary field, will be restored on explosion this.velocity = '0 0 0'; set_movetype(this, MOVETYPE_NONE); // also disables gravity this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO @@ -134,7 +134,7 @@ void W_Mortar_Grenade_Touch2(entity this, entity toucher) spamsound(this, CH_SHOTS, SND_GRENADE_STICK, VOL_BASE, ATTN_NORM); // let it stick whereever it is - this.oldvelocity = this.velocity; + this.movedir = this.velocity; // save to this temporary field, will be restored on explosion this.velocity = '0 0 0'; set_movetype(this, MOVETYPE_NONE); // also disables gravity this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO @@ -154,7 +154,7 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity) W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage), thiswep.m_id); w_shotdir = v_forward; // no TrueAim for grenades please - Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); entity gren = new(grenade); gren.owner = gren.realowner = actor; @@ -206,7 +206,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage), thiswep.m_id | HITTYPE_SECONDARY); w_shotdir = v_forward; // no TrueAim for grenades please - Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); gren = new(grenade); gren.owner = gren.realowner = actor; @@ -256,7 +256,7 @@ METHOD(Mortar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) PHYS_INPUT_BUTTON_ATCK2(actor) = false; if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH { - if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true)) + if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true, true)) { PHYS_INPUT_BUTTON_ATCK(actor) = true; if(random() < 0.01) actor.bot_secondary_grenademooth = 1; @@ -264,7 +264,7 @@ METHOD(Mortar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) } else { - if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true)) + if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true, true)) { PHYS_INPUT_BUTTON_ATCK2(actor) = true; if(random() < 0.02) actor.bot_secondary_grenademooth = 0;