#include "arc.qh"
#ifdef SVQC
-#include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
#include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
+#include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
bool W_Arc_Beam_Send(entity this, entity to, int sf)
{
Weapon thiswep = WEP_ARC;
+ // TODO: use standard weapon use checks here!
if(
!IS_PLAYER(own)
||
IS_DEAD(own)
||
+ game_stopped
+ ||
!weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
||
own.(weaponentity).m_switchweapon != WEP_ARC
if(!v_shot_idx || this.beam_usevieworigin != 2)
{
this.beam_shotorigin = wepent.movedir;
- origin_offset =
- right * -this.beam_shotorigin.y
- + up * this.beam_shotorigin.z;
+ origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
}
else
this.beam_shotorigin = '0 0 0';
this.move_time = time;
loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
- flash = spawn();
+ flash = new(arc_flash);
flash.owner = this;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
//flash.drawmask = MASK_NORMAL;