animdecide_setaction(actor, ANIMACTION_SHOOT, true);
}
}
- if (WEP_CVAR(okhmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okhmg, ammo))
+ if (WEP_CVAR(okhmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okhmg, ammo))
{
// Forced reload.
- thiswep.wr_reload(thiswep, actor, weaponentity);
+ thiswep.wr_reload(thiswep, actor, weaponentity);
return;
}
if (fire & 1) // Primary attack
METHOD(OverkillHeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, weaponentity, WEP_CVAR_PRI(okhmg, ammo), SND_RELOAD);
+ W_Reload(actor, weaponentity, WEP_CVAR_PRI(okhmg, ammo), SND_RELOAD);
}
METHOD(OverkillHeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
{
- return WEAPON_THINKING_WITH_PORTALS;
+ return WEAPON_THINKING_WITH_PORTALS;
}
METHOD(OverkillHeavyMachineGun, wr_killmessage, Notification(entity thiswep))
{
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_OVERKILL_HMG_MURDER_SNIPE;
- else
- return WEAPON_OVERKILL_HMG_MURDER_SPRAY;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_OVERKILL_HMG_MURDER_SNIPE;
+ else
+ return WEAPON_OVERKILL_HMG_MURDER_SPRAY;
}
#endif
METHOD(OverkillHeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2 = w_org + w_backoff * 2;
- pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent)
- sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+ vector org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
}
#endif