entity weapon_info[WEP_MAXCOUNT];
entity dummy_weapon_info;
-void register_weapon(float id, float(float) func, float droptime, float raisetime, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
+void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
{
entity e;
weapon_info[id - 1] = e = spawn();
e.model2 = strzone(strcat("wpn-", e.mdl));
e.impulse = i;
e.bot_pickupbasevalue = pickupbasevalue;
-
if(ammotype & IT_SHELLS)
e.ammo_field = ammo_shells;
else if(ammotype & IT_NAILS)
e.ammo_field = ammo_fuel;
else
e.ammo_field = ammo_batteries;
-
- e.switchdelay_drop = droptime;
- e.switchdelay_raise = raisetime;
}
float w_null(float dummy)
{
dummy_weapon_info.model2 = "";
dummy_weapon_info.impulse = -1;
dummy_weapon_info.bot_pickupbasevalue = 0;
- dummy_weapon_info.switchdelay_drop = 0;
- dummy_weapon_info.switchdelay_raise = 0;
float i;
weaponorder_byid = "";