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-rw-r--r--src/game/g_missile.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/game/g_missile.c b/src/game/g_missile.c
index 9602943b..9cdca6cf 100644
--- a/src/game/g_missile.c
+++ b/src/game/g_missile.c
@@ -408,8 +408,8 @@ gentity_t *fire_pulseRifle( gentity_t *self, vec3_t start, vec3_t dir )
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = PRIFLE_DMG;
- bolt->splashDamage = 0;
- bolt->splashRadius = 0;
+ bolt->splashDamage = PRIFLE_DMG;
+ bolt->splashRadius = PRIFLE_SPLASH_RADIUS;
bolt->methodOfDeath = MOD_PRIFLE;
bolt->splashMethodOfDeath = MOD_PRIFLE;
bolt->clipmask = MASK_SHOT;
@@ -434,7 +434,8 @@ fire_luciferCannon
=================
*/
-gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius )
+gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir,
+ int damage, int radius, int speed )
{
gentity_t *bolt;
int localDamage = (int)( ceil( ( (float)damage /
@@ -468,7 +469,7 @@ gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir, int da
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
- VectorScale( dir, LCANNON_SPEED, bolt->s.pos.trDelta );
+ VectorScale( dir, speed, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin );
@@ -589,7 +590,7 @@ void AHive_SearchAndDestroy( gentity_t *self )
//if there is no LOS or the parent hive is too far away or the target is dead, return
if( tr.entityNum == ENTITYNUM_WORLD ||
- Distance( self->r.currentOrigin, self->parent->r.currentOrigin ) > ( HIVE_RANGE * 5 ) ||
+ Distance( self->r.currentOrigin, self->parent->r.currentOrigin ) > HIVE_RANGE ||
self->target_ent->health <= 0 )
{
self->r.ownerNum = ENTITYNUM_WORLD;
@@ -789,8 +790,8 @@ gentity_t *fire_bounceBall( gentity_t *self, vec3_t start, vec3_t dir )
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = LEVEL3_BOUNCEBALL_DMG;
- bolt->splashDamage = 0;
- bolt->splashRadius = 0;
+ bolt->splashDamage = LEVEL3_BOUNCEBALL_DMG;
+ bolt->splashRadius = LEVEL3_BOUNCEBALL_RADIUS;
bolt->methodOfDeath = MOD_LEVEL3_BOUNCEBALL;
bolt->splashMethodOfDeath = MOD_LEVEL3_BOUNCEBALL;
bolt->clipmask = MASK_SHOT;
@@ -802,7 +803,6 @@ gentity_t *fire_bounceBall( gentity_t *self, vec3_t start, vec3_t dir )
VectorScale( dir, LEVEL3_BOUNCEBALL_SPEED, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin );
- /*bolt->s.eFlags |= EF_BOUNCE;*/
return bolt;
}