]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into Mario/weapons_fpsfix
authorMario <mario@smbclan.net>
Thu, 14 Jun 2018 15:53:39 +0000 (01:53 +1000)
committerMario <mario@smbclan.net>
Thu, 14 Jun 2018 15:53:39 +0000 (01:53 +1000)
# Conflicts:
# qcsrc/server/weapons/weaponsystem.qc

1  2 
qcsrc/common/mutators/mutator/overkill/okhmg.qc
qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
qcsrc/common/mutators/mutator/overkill/oknex.qc
qcsrc/common/mutators/mutator/overkill/okrpc.qc
qcsrc/common/mutators/mutator/overkill/okshotgun.qc
qcsrc/common/weapons/all.qh
qcsrc/server/weapons/weaponsystem.qc

index d278ca9d444b052f4a2a9a3151321be48b78460f,d278ca9d444b052f4a2a9a3151321be48b78460f..0aac4b59c0f235862e5af3771dc22f71afaedc35
@@@ -75,14 -75,14 +75,11 @@@ METHOD(OverkillHeavyMachineGun, wr_thin
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
                        // Set secondary fire animation.
--                      vector a = '0 0 0';
                        actor.(weaponentity).wframe = WFRAME_FIRE2;
--                      a = actor.(weaponentity).anim_fire2;
--                      a.z *= g_weaponratefactor;
                        FOREACH_CLIENT(true, LAMBDA(
                                if (it == actor || (IS_SPEC(it) && it.enemy == actor))
                                {
--                                      wframe_send(it, actor.(weaponentity), a, true);
++                                      wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, true);
                                }
                        ));
                        animdecide_setaction(actor, ANIMACTION_SHOOT, true);
index 63c1e245b4ad1121cfbf593ac4e563da67c6b2b0,63c1e245b4ad1121cfbf593ac4e563da67c6b2b0..ad290ec99e7909717972bb0e847f8b15056a30e3
@@@ -69,14 -69,14 +69,11 @@@ METHOD(OverkillMachineGun, wr_think, vo
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
                        // Set secondary fire animation.
--                      vector a = '0 0 0';
                        actor.(weaponentity).wframe = WFRAME_FIRE2;
--                      a = actor.(weaponentity).anim_fire2;
--                      a.z *= g_weaponratefactor;
                        FOREACH_CLIENT(true, LAMBDA(
                                if (it == actor || (IS_SPEC(it) && it.enemy == actor))
                                {
--                                      wframe_send(it, actor.(weaponentity), a, true);
++                                      wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, true);
                                }
                        ));
                        animdecide_setaction(actor, ANIMACTION_SHOOT, true);
index 0f67ddba2b0e8bca1318e35c7f75461cff7ae9da,0f67ddba2b0e8bca1318e35c7f75461cff7ae9da..f97455cdec1fb5e925fd69f268fbeff014d18be7
@@@ -145,14 -145,14 +145,11 @@@ METHOD(OverkillNex, wr_think, void(enti
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
                        // Set secondary fire animation.
--                      vector a = '0 0 0';
                        actor.(weaponentity).wframe = WFRAME_FIRE2;
--                      a = actor.(weaponentity).anim_fire2;
--                      a.z *= g_weaponratefactor;
                        FOREACH_CLIENT(true, LAMBDA(
                                if (it == actor || (IS_SPEC(it) && it.enemy == actor))
                                {
--                                      wframe_send(it, actor.(weaponentity), a, true);
++                                      wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, true);
                                }
                        ));
                        animdecide_setaction(actor, ANIMACTION_SHOOT, true);
index c06ca5b78cf3923816cf9950b4afb53172eb3967,c06ca5b78cf3923816cf9950b4afb53172eb3967..b996869ce69d8c9f53aaadc0a176ee5ad14f507e
@@@ -126,14 -126,14 +126,11 @@@ METHOD(OverkillRocketPropelledChainsaw
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
                        // Set secondary fire animation.
--                      vector a = '0 0 0';
                        actor.(weaponentity).wframe = WFRAME_FIRE2;
--                      a = actor.(weaponentity).anim_fire2;
--                      a.z *= g_weaponratefactor;
                        FOREACH_CLIENT(true, LAMBDA(
                                if (it == actor || (IS_SPEC(it) && it.enemy == actor))
                                {
--                                      wframe_send(it, actor.(weaponentity), a, true);
++                                      wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, true);
                                }
                        ));
                        animdecide_setaction(actor, ANIMACTION_SHOOT, true);
index 2f1651776fdab25a67b98a42b0f9e386b44805ea,2f1651776fdab25a67b98a42b0f9e386b44805ea..27d95828e01e543ea73443f0adefc02a38e5f15f
@@@ -24,14 -24,14 +24,11 @@@ METHOD(OverkillShotgun, wr_think, void(
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
                        // Set secondary fire animation.
--                      vector a = '0 0 0';
                        actor.(weaponentity).wframe = WFRAME_FIRE2;
--                      a = actor.(weaponentity).anim_fire2;
--                      a.z *= g_weaponratefactor;
                        FOREACH_CLIENT(true, LAMBDA(
                                if (it == actor || (IS_SPEC(it) && it.enemy == actor))
                                {
--                                      wframe_send(it, actor.(weaponentity), a, true);
++                                      wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, true);
                                }
                        ));
                        animdecide_setaction(actor, ANIMACTION_SHOOT, true);
index 2a151d1afcc0d402acc31fd6689ace7f50b0624e,9b4c0b46814308dfb037375345a6100c14d444f4..2aec2057f617ffcd67fa2734b69c29702a3650d8
@@@ -367,4 -367,8 +367,8 @@@ ENUMCLASS_END(WFRAME
  
  vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
  void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
 -void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+ #ifdef SVQC
++void wframe_send(entity actor, entity weaponentity, int a, bool restartanim);
+ #endif
  #endif
Simple merge