From: Martin Taibr Date: Sun, 30 Sep 2018 12:24:21 +0000 (+0200) Subject: Merge branch 'master' into martin-t/bullet-trails X-Git-Tag: xonotic-v0.8.5~1797^2~1^2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=b9ed1a38cd897084d0ed8beb6033a761e095d64d;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into martin-t/bullet-trails --- b9ed1a38cd897084d0ed8beb6033a761e095d64d diff --cc qcsrc/common/weapons/weapon/machinegun.qc index dec35d03e,a73f24161..190dddd39 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@@ -137,7 -137,7 +137,7 @@@ void W_MachineGun_Attack_Auto(Weapon th } machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(machinegun, spread_max)); - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, EFFECT_BULLET); - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, 0); ++ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET); actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; @@@ -166,7 -166,7 +166,7 @@@ void W_MachineGun_Attack_Burst(Weapon t actor.punchangle_y = random() - 0.5; } - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, EFFECT_BULLET); - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, 0); ++ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET); Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);