From c9919c0a1f0b152fdcaa879541500ac65c8f9c58 Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Sat, 2 Apr 2011 23:57:50 +0300 Subject: [PATCH] Turn the repeater entity into a field entity. This will allow us to modify its properties, allowing some new features (such as modifying the existing damage effect rather than having to wait for it to finish so we can spawn a new one). --- qcsrc/server/g_violence.qc | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/qcsrc/server/g_violence.qc b/qcsrc/server/g_violence.qc index 932651de7..b88dab1c2 100644 --- a/qcsrc/server/g_violence.qc +++ b/qcsrc/server/g_violence.qc @@ -62,8 +62,9 @@ void Violence_DamageEffect(entity pl, float type) Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity); } -.float lifetime; +.entity player_damageeffect_repeater; .float player_damageeffect_active; +.float lifetime; void Violence_DamageEffect_DoRepeat() { @@ -88,15 +89,14 @@ void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type) if(pl.player_damageeffect_active) return; // return if we already have a damage effect active, else too many damage effects get spammed - entity repeater; - repeater = spawn(); - repeater.classname = "weapondamage_repeater"; - repeater.owner = pl; - repeater.origin = pl.origin; - repeater.cnt = type; - repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage); - repeater.think = Violence_DamageEffect_DoRepeat; - repeater.nextthink = time; + pl.player_damageeffect_repeater = spawn(); + pl.player_damageeffect_repeater.classname = "weapondamage_repeater"; + pl.player_damageeffect_repeater.owner = pl; + pl.player_damageeffect_repeater.origin = pl.origin; + pl.player_damageeffect_repeater.cnt = type; + pl.player_damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage); + pl.player_damageeffect_repeater.think = Violence_DamageEffect_DoRepeat; + pl.player_damageeffect_repeater.nextthink = time; pl.player_damageeffect_active = TRUE; } -- 2.39.2