]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'Lyberta/Survival' into Lyberta/master
authorLyberta <lyberta@lyberta.net>
Mon, 16 Oct 2017 02:45:42 +0000 (05:45 +0300)
committerLyberta <lyberta@lyberta.net>
Mon, 16 Oct 2017 02:45:42 +0000 (05:45 +0300)
1  2 
qcsrc/common/mutators/mutator/overkill/hmg.qc
qcsrc/common/mutators/mutator/overkill/hmg.qh
qcsrc/common/mutators/mutator/overkill/rpc.qc
qcsrc/common/mutators/mutator/overkill/rpc.qh
qcsrc/common/mutators/mutator/overkill/sv_overkill.qc
qcsrc/common/stats.qh
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/server/defs.qh

Simple merge
index 1663cd21f1b8c8f7ba97a910d374852c7f6c4e9d,9ffef64287ca8cfe7841bebc53c46a0232de05aa..a3f9c111a8bbb71792158331cf547e7dc24d15f8
@@@ -1,17 -1,16 +1,16 @@@
  #include "shotgun.qh"
  
  #ifdef SVQC
- spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
  
 -void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
 +void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
  {
 -      W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
 +      W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
  
 -      W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
 -      for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
 -              fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
 +      W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets);
 +      for(int sc = 0;sc < bullets;sc = sc + 1)
 +              fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0);
  
 -      Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
 +      Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
  
        // casing code
        if(autocvar_g_casings >= 1)
Simple merge