]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Change the HLAC's secondary attack function to only play a single sound and muzzle...
authorMario <mario.mario@y7mail.com>
Thu, 23 Jun 2022 12:39:05 +0000 (22:39 +1000)
committerMario <mario.mario@y7mail.com>
Thu, 23 Jun 2022 12:39:05 +0000 (22:39 +1000)
qcsrc/common/weapons/weapon/hlac.qc

index f3a0463cc007052cf9425d3a20f2b34c5beb0a3e..f2c6cf9b32b37a6bbec4d48995f91825f15fb1bb 100644 (file)
@@ -78,37 +78,47 @@ void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
        W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
 
-       missile = new(hlacbolt);
-       missile.owner = missile.realowner = actor;
-       missile.bot_dodge = true;
+       for(int j = WEP_CVAR_SEC(hlac, shots); j > 0; --j)
+       {
+               missile = new(hlacbolt);
+               missile.owner = missile.realowner = actor;
+               missile.bot_dodge = true;
 
-       missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
+               missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
 
-       set_movetype(missile, MOVETYPE_FLY);
-       PROJECTILE_MAKETRIGGER(missile);
+               set_movetype(missile, MOVETYPE_FLY);
+               PROJECTILE_MAKETRIGGER(missile);
 
-       setorigin(missile, w_shotorg);
-       setsize(missile, '0 0 0', '0 0 0');
+               setorigin(missile, w_shotorg);
+               setsize(missile, '0 0 0', '0 0 0');
 
-       W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
-       //missile.angles = vectoangles(missile.velocity); // csqc
+               W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
+               //missile.angles = vectoangles(missile.velocity); // csqc
 
-       settouch(missile, W_HLAC_Touch);
-       setthink(missile, SUB_Remove);
+               settouch(missile, W_HLAC_Touch);
+               setthink(missile, SUB_Remove);
 
-       missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
+               missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
 
-       missile.flags = FL_PROJECTILE;
-       IL_PUSH(g_projectiles, missile);
-       IL_PUSH(g_bot_dodge, missile);
-       missile.missile_flags = MIF_SPLASH;
-       missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
-       missile.weaponentity_fld = weaponentity;
+               missile.flags = FL_PROJECTILE;
+               IL_PUSH(g_projectiles, missile);
+               IL_PUSH(g_bot_dodge, missile);
+               missile.missile_flags = MIF_SPLASH;
+               missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+               missile.weaponentity_fld = weaponentity;
 
-       CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
+               CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+               MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+       }
+
+       if(!autocvar_g_norecoil)
+       {
+               actor.punchangle_x = random() - 0.5;
+               actor.punchangle_y = random() - 0.5;
+       }
 }
 
 // weapon frames
@@ -141,20 +151,6 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
        }
 }
 
-void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
-{
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
-
-       for(float i = WEP_CVAR_SEC(hlac, shots); i > 0; --i)
-               W_HLAC_Attack2(thiswep, actor, weaponentity);
-
-       if(!autocvar_g_norecoil)
-       {
-               actor.punchangle_x = random() - 0.5;
-               actor.punchangle_y = random() - 0.5;
-       }
-}
-
 METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
@@ -177,7 +173,7 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
         {
-            W_HLAC_Attack2_Frame(thiswep, actor, weaponentity);
+            W_HLAC_Attack2(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
         }
     }