w_cvar(id, sn, BOTH, delay) \
w_cvar(id, sn, BOTH, edgedamage) \
w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, force_zscale) \
w_cvar(id, sn, BOTH, lifetime) \
w_cvar(id, sn, BOTH, radius) \
w_cvar(id, sn, BOTH, refire) \
w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
w_prop(id, sn, string, weaponreplace, weaponreplace) \
w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
-void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
+void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER); }
+void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
-void W_Blaster_Touch()
+void W_Blaster_Touch(void)
{
PROJECTILE_TOUCH;
remove(self);
}
-void W_Blaster_Think()
+void W_Blaster_Think(void)
{
self.movetype = MOVETYPE_FLY;
self.think = SUB_Remove;
}
void W_Blaster_Attack(
+ float atk_deathtype,
float atk_shotangle,
float atk_damage,
float atk_edgedamage,
atk_spread,
FALSE
);
-
+
missile.angles = vectoangles(missile.velocity);
-
+
//missile.glow_color = 250; // 244, 250
//missile.glow_size = 120;
missile.touch = W_Blaster_Touch;
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH;
- missile.projectiledeathtype = WEP_BLASTER;
+ missile.projectiledeathtype = atk_deathtype;
missile.think = W_Blaster_Think;
missile.nextthink = time + atk_delay;
if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
{
W_Blaster_Attack(
+ WEP_BLASTER,
WEP_CVAR_PRI(blaster, shotangle),
WEP_CVAR_PRI(blaster, damage),
WEP_CVAR_PRI(blaster, edgedamage),
if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
{
W_Blaster_Attack(
+ WEP_BLASTER | HITTYPE_SECONDARY,
WEP_CVAR_SEC(blaster, shotangle),
WEP_CVAR_SEC(blaster, damage),
WEP_CVAR_SEC(blaster, edgedamage),
return WEAPON_BLASTER_MURDER;
}
}
-
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
+ pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
return TRUE;
}
return FALSE;
}
}
-
- return TRUE;
+ return FALSE;
}
#endif
#endif