]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
properly set the HITTYPE_BOUNCE flag on all timeout detonations
authorRudolf Polzer <divverent@alientrap.org>
Wed, 26 May 2010 22:25:12 +0000 (00:25 +0200)
committerRudolf Polzer <divverent@alientrap.org>
Wed, 26 May 2010 22:25:12 +0000 (00:25 +0200)
qcsrc/server/w_hagar.qc
qcsrc/server/w_hook.qc
qcsrc/server/w_seeker.qc

index 06ff58857860d4fd5d35910ede418287cb55fd0f..638e18bcc261f5f718de326eb40647d3640f8e6a 100644 (file)
@@ -56,7 +56,7 @@ void W_Hagar_Attack (void)
        missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
        missile.touch = W_Hagar_Touch;
        missile.use = W_Hagar_Explode;
-       missile.think = adaptor_think2use;
+       missile.think = adaptor_think2use_hittype_splash;
        missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR;
@@ -91,7 +91,7 @@ void W_Hagar_Attack2 (void)
        missile.touch = W_Hagar_Touch2;
        missile.cnt = 0;
        missile.use = W_Hagar_Explode2;
-       missile.think = adaptor_think2use;
+       missile.think = adaptor_think2use_hittype_splash;
        missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand");
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
index 6b2270af2f26726a3120dbc6ad802a66d0ffbb81..7b4eba094df0d558318942fbb8879947102f6097 100644 (file)
@@ -77,7 +77,7 @@ void W_Hook_Attack2()
        setsize(gren, '0 0 0', '0 0 0');
 
        gren.nextthink = time + cvar("g_balance_hook_secondary_lifetime");
-       gren.think = adaptor_think2use;
+       gren.think = adaptor_think2use_hittype_splash;
        gren.use = W_Hook_Explode2;
        gren.touch = W_Hook_Touch2;
 
index 691a25251aebc1e3377414f057735158124d9d45..83d615884c89e2b81473c279404197acbd65473b 100644 (file)
@@ -28,7 +28,10 @@ void Seeker_Missile_Think()
        float dist;
 
        if (time > self.cnt)
+       {
+               self.projectiledeathtype |= HITTYPE_SPLASH;
                Seeker_Missile_Explode();
+       }
 
        if (!self.switchweapon)
                self.switchweapon = cvar("g_balance_seeker_missile_speed");
@@ -404,7 +407,7 @@ void Seeker_Fire_Flac()
        missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
        missile.touch = Seeker_Flac_Explode;
        missile.use = Seeker_Flac_Explode;
-       missile.think = Seeker_Flac_Explode;
+       missile.think = adaptor_think2use_hittype_splash;
        missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
        missile.solid = SOLID_BBOX;
        missile.scale = 0.4; // BUG: the model is too big