From a2766979ef719a1251d8a80c7059009b4a90cef9 Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Sat, 2 Apr 2011 19:05:09 +0300 Subject: [PATCH] Rename the effect from WeaponDamage to DamageEffect in code --- qcsrc/client/Main.qc | 2 +- qcsrc/client/gibs.qc | 2 +- qcsrc/common/constants.qh | 2 +- qcsrc/server/g_damage.qc | 2 +- qcsrc/server/g_violence.qc | 24 ++++++++++++------------ 5 files changed, 16 insertions(+), 16 deletions(-) diff --git a/qcsrc/client/Main.qc b/qcsrc/client/Main.qc index 325cc409d..5a47b6b08 100644 --- a/qcsrc/client/Main.qc +++ b/qcsrc/client/Main.qc @@ -967,7 +967,7 @@ void(float bIsNewEntity) CSQC_Ent_Update = case ENT_CLIENT_LGBEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_LGBEAM); break; case ENT_CLIENT_GAUNTLET: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_GAUNTLET); break; case ENT_CLIENT_ACCURACY: Ent_ReadAccuracy(); break; - case ENT_CLIENT_WEAPONDAMAGE: Ent_WeaponDamage(); break; + case ENT_CLIENT_DAMAGEEFFECT: Ent_DamageEffect(); break; default: error(strcat(_("unknown entity type in CSQC_Ent_Update: %d\n"), self.enttype)); break; diff --git a/qcsrc/client/gibs.qc b/qcsrc/client/gibs.qc index a3535f026..34fcd8abb 100644 --- a/qcsrc/client/gibs.qc +++ b/qcsrc/client/gibs.qc @@ -275,7 +275,7 @@ void GibSplash_Precache() precache_sound ("misc/gib_splat04.wav"); } -void Ent_WeaponDamage() +void Ent_DamageEffect() { float type, specnum1, specnum2; vector org; diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index 141ff000b..65a64aa3a 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -113,7 +113,7 @@ const float ENT_CLIENT_HOOK = 27; const float ENT_CLIENT_LGBEAM = 28; const float ENT_CLIENT_GAUNTLET = 29; const float ENT_CLIENT_ACCURACY = 30; -const float ENT_CLIENT_WEAPONDAMAGE = 31; +const float ENT_CLIENT_DAMAGEEFFECT = 31; const float ENT_CLIENT_TURRET = 40; diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index 801c6dc02..ae9d985dc 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -499,7 +499,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float { // if the target is a player or dead body, activate damage effects if(targ.classname == "player" || targ.classname == "body") - Violence_WeaponDamage_SetRepeat(targ, DEATH_WEAPONOF(deathtype)); + Violence_DamageEffect_SetRepeat(targ, DEATH_WEAPONOF(deathtype)); float mirrordamage; float mirrorforce; diff --git a/qcsrc/server/g_violence.qc b/qcsrc/server/g_violence.qc index fc580765d..ce8ca83d9 100644 --- a/qcsrc/server/g_violence.qc +++ b/qcsrc/server/g_violence.qc @@ -38,9 +38,9 @@ void Violence_GibSplash(entity source, float type, float amount, entity attacker Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker); } -float Violence_WeaponDamage_SendEntity(entity to, float sf) +float Violence_DamageEffect_SendEntity(entity to, float sf) { - WriteByte(MSG_ENTITY, ENT_CLIENT_WEAPONDAMAGE); + WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT); WriteByte(MSG_ENTITY, self.cnt); // the damage weapon WriteByte(MSG_ENTITY, self.state); // species WriteCoord(MSG_ENTITY, floor(self.origin_x)); @@ -49,7 +49,7 @@ float Violence_WeaponDamage_SendEntity(entity to, float sf) return TRUE; } -void Violence_WeaponDamage(entity pl, float type) +void Violence_DamageEffect(entity pl, float type) { entity e; @@ -59,30 +59,30 @@ void Violence_WeaponDamage(entity pl, float type) e.state |= 8 * pl.species; // gib type, ranges from 0 to 15 setorigin(e, pl.origin); - Net_LinkEntity(e, FALSE, 0.2, Violence_WeaponDamage_SendEntity); + Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity); } .float lifetime; -.float player_weapondamage_active; +.float player_damageeffect_active; -void Violence_WeaponDamage_DoRepeat() +void Violence_DamageEffect_DoRepeat() { if(time > self.lifetime) { - self.owner.player_weapondamage_active = FALSE; + self.owner.player_damageeffect_active = FALSE; self.nextthink = 0; remove(self); return; } - Violence_WeaponDamage(self.owner, self.cnt); + Violence_DamageEffect(self.owner, self.cnt); self.nextthink = time + autocvar_sv_damageeffect_tick; } -void Violence_WeaponDamage_SetRepeat(entity pl, float type) +void Violence_DamageEffect_SetRepeat(entity pl, float type) { // return if we already have a damage effect active, else too many damage effects get spammed - if(pl.player_weapondamage_active) + if(pl.player_damageeffect_active) return; entity repeater; @@ -92,8 +92,8 @@ void Violence_WeaponDamage_SetRepeat(entity pl, float type) repeater.origin = pl.origin; repeater.cnt = type; repeater.lifetime = time + autocvar_sv_damageeffect_lifetime; - repeater.think = Violence_WeaponDamage_DoRepeat; + repeater.think = Violence_DamageEffect_DoRepeat; repeater.nextthink = time; - pl.player_weapondamage_active = TRUE; + pl.player_damageeffect_active = TRUE; } -- 2.39.2