.float shotgun_primarytime;
- METHOD(Shotgun, wr_aim, bool(entity thiswep))
+ METHOD(Shotgun, wr_aim, void(entity thiswep))
{
if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
else
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
-
- return true;
}
- METHOD(Shotgun, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+ METHOD(Shotgun, wr_think, void(entity thiswep, bool fire1, bool fire2))
{
if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
-
- return true;
}
- METHOD(Shotgun, wr_init, bool(entity thiswep))
+ METHOD(Shotgun, wr_init, void(entity thiswep))
{
SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- METHOD(Shotgun, wr_setup, bool(entity thiswep))
+ METHOD(Shotgun, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
- return true;
}
METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
{
default: return false; // secondary unavailable
}
}
- METHOD(Shotgun, wr_config, bool(entity thiswep))
+ METHOD(Shotgun, wr_config, void(entity thiswep))
{
SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- METHOD(Shotgun, wr_reload, bool(entity thiswep))
+ METHOD(Shotgun, wr_reload, void(entity thiswep))
{
W_Reload(WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
- return true;
}
- METHOD(Shotgun, wr_suicidemessage, bool(entity thiswep))
+ METHOD(Shotgun, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- METHOD(Shotgun, wr_killmessage, bool(entity thiswep))
+ METHOD(Shotgun, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_SHOTGUN_MURDER_SLAP;
#ifdef CSQC
.float prevric;
- METHOD(Shotgun, wr_impacteffect, bool(entity thiswep))
+ METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
{
- vector org2;
- org2 = w_org + w_backoff * 2;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(particleeffectnum(EFFECT_SHOTGUN_IMPACT), org2, w_backoff * 1000, 1);
if(!w_issilent && time - self.prevric > 0.25)
{
sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
self.prevric = time;
}
-
- return true;
- }
- METHOD(Shotgun, wr_init, bool(entity thiswep))
- {
- return true;
- }
- METHOD(Shotgun, wr_zoomreticle, bool(entity thiswep))
- {
- // no weapon specific image for this weapon
- return false;
}
#endif