#include "mutator.qh"
-void W_Blaster_Attack(float, float, float, float, float, float, float, float, float, float);
-void spawnfunc_weapon_hmg();
-void spawnfunc_weapon_rpc();
+void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
+spawnfunc(weapon_hmg);
+spawnfunc(weapon_rpc);
void ok_DecreaseCharge(entity ent, int wep)
{
MUTATOR_HOOKFUNCTION(ok_PlayerDamage_Calculate)
{
if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
- if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER.m_id))
+ if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
{
frag_damage = 0;
self.ok_item = true;
self.noalign = true;
self.pickup_anyway = true;
- spawnfunc_item_armor_small();
+ spawnfunc_item_armor_small(this);
self.movetype = MOVETYPE_TOSS;
self.gravity = 1;
self.reset = SUB_Remove;
int oldwep = self.weapon;
self.weapon = WEP_BLASTER.m_id;
W_Blaster_Attack(
+ self,
WEP_BLASTER.m_id | HITTYPE_SECONDARY,
WEP_CVAR_SEC(vaporizer, shotangle),
WEP_CVAR_SEC(vaporizer, damage),
self.ok_notice_time = time + 2;
play2(self, SND(DRYFIRE));
}
+ Weapon wpn = get_weaponinfo(self.weapon);
if(self.weaponentity.state != WS_CLEAR)
- w_ready();
+ w_ready(wpn, self, self.BUTTON_ATCK, self.BUTTON_ATCK2);
self.weapon_blocked = true;
}
return false;
}
+void _spawnfunc_weapon_hmg() { SELFPARAM(); spawnfunc_weapon_hmg(this); }
+void _spawnfunc_weapon_rpc() { SELFPARAM(); spawnfunc_weapon_rpc(this); }
+
MUTATOR_HOOKFUNCTION(ok_OnEntityPreSpawn)
{SELFPARAM();
if(autocvar_g_powerups)
wep.team = self.team;
wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
wep.pickup_anyway = true;
- wep.think = spawnfunc_weapon_hmg;
+ wep.think = _spawnfunc_weapon_hmg;
wep.nextthink = time + 0.1;
return true;
}
wep.team = self.team;
wep.respawntime = autocvar_g_overkill_superguns_respawn_time;
wep.pickup_anyway = true;
- wep.think = spawnfunc_weapon_rpc;
+ wep.think = _spawnfunc_weapon_rpc;
wep.nextthink = time + 0.1;
return true;
}
MUTATOR_HOOKFUNCTION(ok_StartItems)
{
- WepSet ok_start_items = (WEPSET_MACHINEGUN | WEPSET_VORTEX | WEPSET_SHOTGUN);
+ WepSet ok_start_items = (WEPSET(MACHINEGUN) | WEPSET(VORTEX) | WEPSET(SHOTGUN));
- if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET_RPC; }
- if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET_HMG; }
+ if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
+ if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
start_items |= IT_UNLIMITED_WEAPON_AMMO;
start_weapons = warmup_start_weapons = ok_start_items;