-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ HLAC,
/* function */ W_HLAC,
#ifdef SVQC
HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC); }
+void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC.m_id); }
void W_HLAC_Touch(void)
{
if(self.crouch)
spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
- W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
- pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+ Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
missile.flags = FL_PROJECTILE;
- missile.projectiledeathtype = WEP_HLAC;
+ missile.projectiledeathtype = WEP_HLAC.m_id;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
void W_HLAC_Attack2(void)
if(self.crouch)
spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
- W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
- pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+ Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH;
- missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
// weapon frames
}
}
-float W_HLAC(float req)
+bool W_HLAC(int req)
{
float ammo_amount;
switch(req)
}
case WR_INIT:
{
- precache_model("models/weapons/g_hlac.md3");
- precache_model("models/weapons/v_hlac.md3");
- precache_model("models/weapons/h_hlac.iqm");
- precache_sound("weapons/lasergun_fire.wav");
+ precache_model(W_Model("g_hlac.md3"));
+ precache_model(W_Model("v_hlac.md3"));
+ precache_model(W_Model("h_hlac.iqm"));
+ precache_sound(W_Sound("lasergun_fire"));
HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
case WR_CHECKAMMO1:
{
ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_PRI(hlac, ammo);
+ ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
{
ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_SEC(hlac, ammo);
+ ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
case WR_CONFIG:
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), "weapons/reload.wav");
+ W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), W_Sound("reload"));
return true;
}
case WR_SUICIDEMESSAGE:
}
#endif
#ifdef CSQC
-float W_HLAC(float req)
+bool W_HLAC(int req)
{
switch(req)
{
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM);
return true;
}
case WR_INIT:
{
- precache_sound("weapons/laserimpact.wav");
+ precache_sound(W_Sound("laserimpact"));
return true;
}
case WR_ZOOMRETICLE: