#include "spiderbot.qh"
+#ifdef GAMEQC
+
const int SBRM_FIRST = 1;
const int SBRM_VOLLY = 1;
const int SBRM_GUIDE = 2;
vehic.angles_x = bound(-autocvar_g_vehicle_spiderbot_tiltlimit, vehic.angles_x, autocvar_g_vehicle_spiderbot_tiltlimit);
vehic.angles_z = bound(-autocvar_g_vehicle_spiderbot_tiltlimit, vehic.angles_z, autocvar_g_vehicle_spiderbot_tiltlimit);
- if(!forbidWeaponUse(this))
+ if(!weaponLocked(this) && !weaponUseForbidden(this))
if(PHYS_INPUT_BUTTON_ATCK(this))
{
vehic.cnt = time;
.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_BULLET);
+ autocvar_g_vehicle_spiderbot_minigun_damage, 0, 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);
}
#endif
+
+#endif