SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#ifdef CSQC
-void Net_ReadShockwaveParticle(void);
+void Net_ReadShockwaveParticle();
.vector sw_shotorg;
.vector sw_shotdir;
.float sw_distance;
vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
// MELEE ATTACK MODE
-void W_Shockwave_Melee_Think(void)
+void W_Shockwave_Melee_Think()
{SELFPARAM();
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
return true;
}
-void W_Shockwave_Send(void)
+void W_Shockwave_Send()
{SELFPARAM();
WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
WriteCoord(MSG_BROADCAST, w_shotorg.x);
WriteByte(MSG_BROADCAST, num_for_edict(self));
}
-void W_Shockwave_Attack(void)
+void W_Shockwave_Attack()
{SELFPARAM();
// declarations
float multiplier, multiplier_from_accuracy, multiplier_from_distance;
return true;
}
-void Net_ReadShockwaveParticle(void)
+void Net_ReadShockwaveParticle()
{
entity shockwave;
shockwave = spawn();