From: drjaska Date: Wed, 22 May 2024 18:22:12 +0000 (+0300) Subject: Merge branch 'pending-release' into LegendaryGuard/rename_weapon_filenames X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=ac8d297feb9ec9f197392f2dcb493d3b41175407;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'pending-release' into LegendaryGuard/rename_weapon_filenames --- ac8d297feb9ec9f197392f2dcb493d3b41175407 diff --cc qcsrc/common/weapons/weapon/machinegun.qc index 4bc0fb380,efb4913c0..5637191e7 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@@ -4,7 -4,8 +4,8 @@@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity) { - W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype); + W_SetupShot(actor, weaponentity, true, 0, SND_MACHINEGUN_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype); + if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; diff --cc qcsrc/common/weapons/weapon/rifle.qc index 2f2e48cc6,265a27b93..7fce63d4a --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@@ -30,12 -44,12 +44,12 @@@ void W_Rifle_FireBullet(Weapon thiswep void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity) { - W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, headshot_multiplier), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_RIFLE_FIRE, actor); - W_Rifle_FireBullet(thiswep, weaponentity, thiswep.m_id, SND_CAMPINGRIFLE_FIRE, actor, true); ++ W_Rifle_FireBullet(thiswep, weaponentity, thiswep.m_id, SND_RIFLE_FIRE, actor, true); } void W_Rifle_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { - W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, headshot_multiplier), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_RIFLE_FIRE2, actor); - W_Rifle_FireBullet(thiswep, weaponentity, thiswep.m_id | HITTYPE_SECONDARY, SND_CAMPINGRIFLE_FIRE2, actor, false); ++ W_Rifle_FireBullet(thiswep, weaponentity, thiswep.m_id | HITTYPE_SECONDARY, SND_RIFLE_FIRE2, actor, false); } .void(Weapon thiswep, entity actor, .entity weaponentity) rifle_bullethail_attackfunc;