PROJECTILE_TOUCH;
self.event_damage = func_null;
-
+
isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
-
+
RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other);
remove(self);
spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
- pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
void W_HLAC_Attack2(void)
spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
- pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
+ missile.missile_flags = MIF_SPLASH;
missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
// weapon frames
}
}
-float W_HLAC(float req)
+bool W_HLAC(int req)
{
float ammo_amount;
switch(req)
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
}
}
-
+
return true;
}
case WR_INIT:
}
#endif
#ifdef CSQC
-float W_HLAC(float req)
+bool W_HLAC(int req)
{
switch(req)
{
pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
-
+
return true;
}
case WR_INIT: