remove(dmgent);
}
-void W_Vaporizer_Attack(void)
+void W_Vaporizer_Attack(Weapon thiswep)
{SELFPARAM();
bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
W_RocketMinsta_Explosion(trace_endpos);
- W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+ W_DecreaseAmmo(thiswep, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
void W_RocketMinsta_Laser_Explode (void)
}
}
- METHOD(Vaporizer, wr_aim, bool(entity thiswep))
+ METHOD(Vaporizer, wr_aim, void(entity thiswep))
{
if(self.WEP_AMMO(VAPORIZER) > 0)
self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
-
- return true;
}
- METHOD(Vaporizer, wr_think, bool(entity thiswep))
+ METHOD(Vaporizer, wr_think, void(entity thiswep, bool fire1, bool fire2))
{
float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
// if the laser uses load, we also consider its ammo for reloading
- if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
- _WEP_ACTION(self.weapon, WR_RELOAD);
- else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
- _WEP_ACTION(self.weapon, WR_RELOAD);
- if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
+ if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(self.weapon);
+ w.wr_reload(w);
+ } else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) { // forced reload
+ Weapon w = get_weaponinfo(self.weapon);
+ w.wr_reload(w);
+ }
+ if(fire1 && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
+ if(weapon_prepareattack(false, WEP_CVAR_PRI(vaporizer, refire)))
{
- W_Vaporizer_Attack();
+ W_Vaporizer_Attack(thiswep);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
}
}
- if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm))
+ if(fire2 || (fire1 && !self.ammo_cells && autocvar_g_rm))
{
if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
{
// decrease ammo for the laser?
if(WEP_CVAR_SEC(vaporizer, ammo))
- W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
+ W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(vaporizer, ammo));
// ugly instagib hack to reuse the fire mode of the laser
makevectors(self.v_angle);
}
else
self.held_down = false;
-
- return true;
}
- METHOD(Vaporizer, wr_init, bool(entity thiswep))
+ METHOD(Vaporizer, wr_init, void(entity thiswep))
{
//W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- METHOD(Vaporizer, wr_setup, bool(entity thiswep))
+ METHOD(Vaporizer, wr_setup, void(entity thiswep))
{
self.ammo_field = WEP_AMMO(VAPORIZER);
self.vaporizer_lasthit = 0;
- return true;
}
METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
{
ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
return ammo_amount;
}
- METHOD(Vaporizer, wr_config, bool(entity thiswep))
+ METHOD(Vaporizer, wr_config, void(entity thiswep))
{
VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- METHOD(Vaporizer, wr_resetplayer, bool(entity thiswep))
+ METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
{
self.vaporizer_lasthit = 0;
- return true;
}
- METHOD(Vaporizer, wr_reload, bool(entity thiswep))
+ METHOD(Vaporizer, wr_reload, void(entity thiswep))
{
float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
float used_ammo;
used_ammo = vaporizer_ammo;
W_Reload(used_ammo, SND(RELOAD));
- return true;
}
- METHOD(Vaporizer, wr_suicidemessage, bool(entity thiswep))
+ METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- METHOD(Vaporizer, wr_killmessage, bool(entity thiswep))
+ METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
{
return WEAPON_VAPORIZER_MURDER;
}
#endif
#ifdef CSQC
- METHOD(Vaporizer, wr_impacteffect, bool(entity thiswep))
+ METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
{
vector org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_SECONDARY)
pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
}
- return true;
}
- METHOD(Vaporizer, wr_init, bool(entity thiswep))
+ METHOD(Vaporizer, wr_init, void(entity thiswep))
{
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");
}
- return true;
}
METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
{