void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); }
void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
-{
+{SELFPARAM();
float i;
W_DecreaseAmmo(pAmmo);
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
void W_Rifle_BulletHail_Continue(void)
-{
+{SELFPARAM();
float r, sw, af;
sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
}
void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
-{
+{SELFPARAM();
// if we get here, we have at least one bullet to fire
AttackFunc();
if(mode)
.float bot_secondary_riflemooth;
bool W_Rifle(int req)
-{
+{SELFPARAM();
float ammo_amount;
switch(req)
#endif
#ifdef CSQC
bool W_Rifle(int req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT: