void W_Crylink_Attack (void)
{
- local float counter, shots;
- local entity proj, prevproj, firstproj;
- local vector s;
+ float counter, shots;
+ entity proj, prevproj, firstproj;
+ vector s;
vector forward, right, up;
float maxdmg;
void W_Crylink_Attack2 (void)
{
- local float counter, shots;
- local entity proj, prevproj, firstproj;
+ float counter, shots;
+ entity proj, prevproj, firstproj;
float maxdmg;
W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav");
}
return TRUE;
-};
+}
#endif
#ifdef CSQC
float w_crylink(float req)