]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/okshotgun.qc
Remove BLASTER_SECONDARY_ATTACK, now less useful thanks to the previous commit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okshotgun.qc
index 627c14f20d47142047b98680bad575d35d20548f..cd1d618a8c9816adf00e3eda54096c96f285880b 100644 (file)
@@ -5,11 +5,11 @@ METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weapo
 {
        if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
        {
-               PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+               PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false);
        }
        else
        {
-               PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+               PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false);
        }
 }
 
@@ -19,7 +19,8 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
        {
                // Secondary uses it's own refire timer if refire_type is 1.
                actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
-               BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
+               makevectors(actor.v_angle);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
                if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
@@ -63,7 +64,8 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
                {
                        return;
                }
-               BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
+               makevectors(actor.v_angle);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
        }
 }