#ifdef SVQC
void spawnfunc_weapon_machinegun(void)
-{
+{SELFPARAM();
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
void W_MachineGun_MuzzleFlash_Think(void)
-{
+{SELFPARAM();
self.frame = self.frame + 2;
self.scale = self.scale * 0.5;
self.alpha = self.alpha - 0.25;
}
void W_MachineGun_MuzzleFlash(void)
-{
+{SELFPARAM();
if(self.muzzle_flash == world)
self.muzzle_flash = spawn();
}
void W_MachineGun_Attack(int deathtype)
-{
+{SELFPARAM();
W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
if(!autocvar_g_norecoil)
{
// weapon frames
void W_MachineGun_Attack_Frame(void)
-{
+{SELFPARAM();
if(self.weapon != self.switchweapon) // abort immediately if switching
{
w_ready();
void W_MachineGun_Attack_Auto(void)
-{
+{SELFPARAM();
float machinegun_spread;
if(!self.BUTTON_ATCK)
}
void W_MachineGun_Attack_Burst(void)
-{
+{SELFPARAM();
W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
}
bool W_MachineGun(int req)
-{
+{SELFPARAM();
float ammo_amount;
switch(req)
{
#endif
#ifdef CSQC
bool W_MachineGun(int req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT: