self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
-void W_MachineGun_Attack(float deathtype)
+void W_MachineGun_Attack(int deathtype)
{
- W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
+ W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
- W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
void W_MachineGun_Attack_Burst(void)
{
- W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
}
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
{
float ammo_amount;
switch(req)
case WR_AIM:
{
if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
else
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
-
- return TRUE;
+ self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
+
+ return true;
}
case WR_THINK:
{
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
- return FALSE;
+ return false;
}
W_DecreaseAmmo(WEP_CVAR(machinegun, burst_ammo));
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_model("models/weapons/v_uzi.md3");
precache_model("models/weapons/h_uzi.iqm");
precache_sound("weapons/uzi_fire.wav");
- MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_CHECKAMMO1:
{
}
case WR_CONFIG:
{
- MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RELOAD:
{
W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), "weapons/reload.wav");
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_MACHINEGUN_MURDER_SPRAY;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
{
switch(req)
{
sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.2)
sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/ric1.wav");
precache_sound("weapons/ric2.wav");
precache_sound("weapons/ric3.wav");
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif