#ifdef SVQC
void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
-float W_Arc_Beam_Send(entity to, float sf)
+float W_Arc_Beam_Send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
||
self.owner.frozen
||
+ self.owner.vehicle
+ ||
(WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
)
{
entity oldself = self;
self = self.owner;
if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
+ if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
W_SwitchToOtherWeapon(self);
new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
float is_player = (
- trace_ent.classname == "player"
+ IS_PLAYER(trace_ent)
||
trace_ent.classname == "body"
||
- (trace_ent.flags & FL_MONSTER)
+ IS_MONSTER(trace_ent)
);
if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
}
}
-float W_Arc(float req)
+bool W_Arc(int req)
{
switch(req)
{
}
}
-float W_Arc(float req)
+bool W_Arc(int req)
{
switch(req)
{