vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
- WriteCoord(MSG_BROADCAST, w_shotorg.x);
- WriteCoord(MSG_BROADCAST, w_shotorg.y);
- WriteCoord(MSG_BROADCAST, w_shotorg.z);
- WriteCoord(MSG_BROADCAST, v.x);
- WriteCoord(MSG_BROADCAST, v.y);
- WriteCoord(MSG_BROADCAST, v.z);
+ WriteVector(MSG_BROADCAST, w_shotorg);
+ WriteVector(MSG_BROADCAST, v);
WriteByte(MSG_BROADCAST, hit);
WriteByte(MSG_BROADCAST, etof(player));
WriteByte(MSG_BROADCAST, player.team);
if (isNew) IL_PUSH(g_drawables, this);
this.drawmask = MASK_NORMAL;
- this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
- this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
+ this.vorg1 = ReadVector();
+ this.vorg2 = ReadVector();
this.cnt = ReadByte();
int myowner = ReadByte();
this.owner = playerslots[myowner - 1];
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+ FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, WEP_VAPORIZER.m_id);
// do this now, as goodhits is disabled below
SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
W_RocketMinsta_Explosion(actor, weaponentity, trace_endpos);
- W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity);
+ W_DecreaseAmmo(thiswep, actor, ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity);
}
void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity)
}
METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+ float vaporizer_ammo = ((autocvar_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) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
}
METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+ float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= vaporizer_ammo;
ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
return ammo_amount;
}
METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+ float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
float used_ammo;
if(WEP_CVAR_SEC(vaporizer, ammo))
used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));