}
}
- METHOD(Blaster, wr_aim, void(entity thiswep))
- {
- if(WEP_CVAR(blaster, secondary))
- {
- if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
- { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
- else
- { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
- }
- else
- { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
- }
+METHOD(Blaster, wr_aim, void(entity thiswep))
+{
+ if(WEP_CVAR(blaster, secondary))
+ {
+ if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
+ { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
+ else
+ { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+ }
+ else
+ { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+}
- METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire)))
- {
- W_Blaster_Attack(
- actor,
- WEP_BLASTER.m_id,
- WEP_CVAR_PRI(blaster, shotangle),
- WEP_CVAR_PRI(blaster, damage),
- WEP_CVAR_PRI(blaster, edgedamage),
- WEP_CVAR_PRI(blaster, radius),
- WEP_CVAR_PRI(blaster, force),
- WEP_CVAR_PRI(blaster, speed),
- WEP_CVAR_PRI(blaster, spread),
- WEP_CVAR_PRI(blaster, delay),
- WEP_CVAR_PRI(blaster, lifetime)
- );
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
- }
- }
- else if(fire & 2)
- {
- switch(WEP_CVAR(blaster, secondary))
- {
- case 0: // switch to last used weapon
- {
- if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
- W_LastWeapon(actor);
- break;
- }
+METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire)))
+ {
+ W_Blaster_Attack(
+ actor,
+ WEP_BLASTER.m_id,
+ WEP_CVAR_PRI(blaster, shotangle),
+ WEP_CVAR_PRI(blaster, damage),
+ WEP_CVAR_PRI(blaster, edgedamage),
+ WEP_CVAR_PRI(blaster, radius),
+ WEP_CVAR_PRI(blaster, force),
+ WEP_CVAR_PRI(blaster, speed),
+ WEP_CVAR_PRI(blaster, spread),
+ WEP_CVAR_PRI(blaster, delay),
+ WEP_CVAR_PRI(blaster, lifetime)
+ );
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
+ }
+ }
+ else if(fire & 2)
+ {
+ switch(WEP_CVAR(blaster, secondary))
+ {
+ case 0: // switch to last used weapon
+ {
+ if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
+ W_LastWeapon(actor);
+ break;
+ }
- case 1: // normal projectile secondary
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
- {
- W_Blaster_Attack(
- actor,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(blaster, shotangle),
- WEP_CVAR_SEC(blaster, damage),
- WEP_CVAR_SEC(blaster, edgedamage),
- WEP_CVAR_SEC(blaster, radius),
- WEP_CVAR_SEC(blaster, force),
- WEP_CVAR_SEC(blaster, speed),
- WEP_CVAR_SEC(blaster, spread),
- WEP_CVAR_SEC(blaster, delay),
- WEP_CVAR_SEC(blaster, lifetime)
- );
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
- }
+ case 1: // normal projectile secondary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire)))
+ {
+ W_Blaster_Attack(
+ actor,
+ WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+ WEP_CVAR_SEC(blaster, shotangle),
+ WEP_CVAR_SEC(blaster, damage),
+ WEP_CVAR_SEC(blaster, edgedamage),
+ WEP_CVAR_SEC(blaster, radius),
+ WEP_CVAR_SEC(blaster, force),
+ WEP_CVAR_SEC(blaster, speed),
+ WEP_CVAR_SEC(blaster, spread),
+ WEP_CVAR_SEC(blaster, delay),
+ WEP_CVAR_SEC(blaster, lifetime)
+ );
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
+ }
- break;
- }
- }
- }
- }
+ break;
+ }
+ }
+ }
+}
- METHOD(Blaster, wr_setup, void(entity thiswep))
- {
- self.ammo_field = ammo_none;
- }
+METHOD(Blaster, wr_setup, void(entity thiswep))
+{
+ self.ammo_field = ammo_none;
+}
- METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
- {
- return true; // infinite ammo
- }
+METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
+{
+ return true; // infinite ammo
+}
- METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
- {
- return true; // blaster has infinite ammo
- }
+METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
+{
+ return true; // blaster has infinite ammo
+}
- METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep))
- {
- return WEAPON_BLASTER_SUICIDE;
- }
+METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_BLASTER_SUICIDE;
+}
- METHOD(Blaster, wr_killmessage, Notification(entity thiswep))
- {
- return WEAPON_BLASTER_MURDER;
- }
+METHOD(Blaster, wr_killmessage, Notification(entity thiswep))
+{
+ return WEAPON_BLASTER_MURDER;
+}
#endif
#ifdef CSQC
- METHOD(Blaster, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
- }
+METHOD(Blaster, wr_impacteffect, void(entity thiswep))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+}
#endif
#endif