#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ BLASTER,
-/* function */ W_Blaster,
-/* ammotype */ ammo_none,
-/* impulse */ 1,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ 0,
-/* model */ "laser",
-/* netname */ "laser",
-/* fullname */ _("Blaster")
+/* WEP_##id */ BLASTER,
+/* function */ W_Blaster,
+/* ammotype */ ammo_none,
+/* impulse */ 1,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating */ 0,
+/* color */ '1 0.5 0.5',
+/* firstpmdl */ "models/weapons/h_laser.iqm",
+/* thirdpmdl */ "models/weapons/v_laser.md3",
+/* pickupmdl */ "models/weapons/g_laser.md3",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairlaser 0.4",
+/* refname */ "laser",
+/* wepname */ _("Blaster")
);
#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, MO_BOTH, animtime) \
- w_cvar(id, sn, MO_BOTH, damage) \
- w_cvar(id, sn, MO_BOTH, delay) \
- w_cvar(id, sn, MO_BOTH, edgedamage) \
- w_cvar(id, sn, MO_BOTH, force) \
- w_cvar(id, sn, MO_BOTH, lifetime) \
- w_cvar(id, sn, MO_BOTH, radius) \
- w_cvar(id, sn, MO_BOTH, refire) \
- w_cvar(id, sn, MO_BOTH, shotangle) \
- w_cvar(id, sn, MO_BOTH, speed) \
- w_cvar(id, sn, MO_BOTH, spread) \
- w_cvar(id, sn, MO_NONE, secondary) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, delay) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, shotangle) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, NONE, secondary) \
w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
w_prop(id, sn, string, weaponreplace, weaponreplace) \
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- W_SetupProjectileVelocityEx(
+ W_SetupProjVelocity_Explicit(
missile,
w_shotdir,
v_up,
precache_model("models/weapons/v_laser.md3");
precache_model("models/weapons/h_laser.iqm");
precache_sound("weapons/lasergun_fire.wav");
- BLASTER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- self.current_ammo = ammo_none;
+ self.ammo_field = ammo_none;
return TRUE;
}
precache_sound("weapons/laserimpact.wav");
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
return TRUE;