}
void W_Crylink_Reset(void)
-{
+{SELFPARAM();
W_Crylink_Dequeue(self);
remove(self);
}
}
void W_Crylink_LinkJoinEffect_Think(void)
-{
+{SELFPARAM();
// is there at least 2 projectiles very close?
entity e, p;
float n;
// NO bounce protection, as bounces are limited!
void W_Crylink_Touch(void)
-{
+{SELFPARAM();
float finalhit;
float f;
float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
}
void W_Crylink_Fadethink(void)
-{
+{SELFPARAM();
W_Crylink_Dequeue(self);
remove(self);
}
void W_Crylink_Attack(void)
-{
+{SELFPARAM();
float counter, shots;
entity proj, prevproj, firstproj;
vector s;
if(WEP_CVAR_PRI(crylink, joinexplode))
maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
- W_SetupShot(self, false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, maxdmg);
+ W_SetupShot(self, false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
}
void W_Crylink_Attack2(void)
-{
+{SELFPARAM();
float counter, shots;
entity proj, prevproj, firstproj;
vector s;
if(WEP_CVAR_SEC(crylink, joinexplode))
maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
- W_SetupShot(self, false, 2, W_Sound("crylink_fire2"), CH_WEAPON_A, maxdmg);
+ W_SetupShot(self, false, 2, SND(CRYLINK_FIRE2), CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
}
bool W_Crylink(int req)
-{
+{SELFPARAM();
float ammo_amount;
switch(req)
{
}
case WR_INIT:
{
- precache_model(W_Model("g_crylink.md3"));
- precache_model(W_Model("v_crylink.md3"));
- precache_model(W_Model("h_crylink.iqm"));
- precache_sound(W_Sound("crylink_fire"));
- precache_sound(W_Sound("crylink_fire2"));
- precache_sound(W_Sound("crylink_linkjoin"));
CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), W_Sound("reload"));
+ W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
return true;
}
case WR_SUICIDEMESSAGE:
#endif
#ifdef CSQC
bool W_Crylink(int req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT:
{
pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT2), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("crylink_impact2"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
}
else
{
pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("crylink_impact"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
}
return true;
}
case WR_INIT:
{
- precache_sound(W_Sound("crylink_impact2"));
- precache_sound(W_Sound("crylink_impact"));
return true;
}
case WR_ZOOMRETICLE: