From 25de50d1b8ecd8e4ea0bde8ea0ca8feb6505daea Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Tue, 3 Jul 2018 03:52:04 +0200 Subject: [PATCH] give bullet effect to vehicles and turrets with MGs --- qcsrc/common/turrets/turret/machinegun_weapon.qc | 2 +- qcsrc/common/turrets/turret/walker_weapon.qc | 2 +- qcsrc/common/vehicles/vehicle/spiderbot.qc | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/qcsrc/common/turrets/turret/machinegun_weapon.qc b/qcsrc/common/turrets/turret/machinegun_weapon.qc index b3c5c5197..a56e7de38 100644 --- a/qcsrc/common/turrets/turret/machinegun_weapon.qc +++ b/qcsrc/common/turrets/turret/machinegun_weapon.qc @@ -17,7 +17,7 @@ METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .ent actor.tur_head = actor; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready); } - fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, EFFECT_RIFLE_WEAK); + fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, EFFECT_BULLET); W_MachineGun_MuzzleFlash(actor, weaponentity); setattachment(actor.(weaponentity).muzzle_flash, actor.tur_head, "tag_fire"); } diff --git a/qcsrc/common/turrets/turret/walker_weapon.qc b/qcsrc/common/turrets/turret/walker_weapon.qc index 121f15c62..bbe59aeac 100644 --- a/qcsrc/common/turrets/turret/walker_weapon.qc +++ b/qcsrc/common/turrets/turret/walker_weapon.qc @@ -16,7 +16,7 @@ METHOD(WalkerTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } sound (actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM); - fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_RIFLE_WEAK); + fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_BULLET); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1); } } diff --git a/qcsrc/common/vehicles/vehicle/spiderbot.qc b/qcsrc/common/vehicles/vehicle/spiderbot.qc index 5a69976ef..6608cccc0 100644 --- a/qcsrc/common/vehicles/vehicle/spiderbot.qc +++ b/qcsrc/common/vehicles/vehicle/spiderbot.qc @@ -264,7 +264,7 @@ bool spiderbot_frame(entity this, float dt) .entity weaponentity = weaponentities[0]; // TODO: unhardcode fireBullet(this, weaponentity, v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_solidpenetration, - autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN.m_id, EFFECT_RIFLE_WEAK); + autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN.m_id, EFFECT_BULLET); sound (gun, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM); //trailparticles(this, _particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos); -- 2.39.2