+#include "blaster.qh"
#ifndef IMPLEMENTATION
CLASS(Blaster, Weapon)
-/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none)
-/* impulse */ ATTRIB(Blaster, impulse, int, 1)
+/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none);
+/* impulse */ ATTRIB(Blaster, impulse, int, 1);
/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
/* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
#endif
/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
settouch(missile, W_Blaster_Touch);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
missile.projectiledeathtype = atk_deathtype;
setthink(missile, W_Blaster_Think);
{
case 0: // switch to last used weapon
{
- if(PS(actor).m_switchweapon == WEP_BLASTER) // don't do this if already switching
- W_LastWeapon(actor);
+ if(actor.(weaponentity).m_switchweapon == WEP_BLASTER) // don't do this if already switching
+ W_LastWeapon(actor, weaponentity);
break;
}
}
}
-METHOD(Blaster, wr_setup, void(entity thiswep, entity actor))
-{
- actor.ammo_field = ammo_none;
-}
-
-METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
return true; // infinite ammo
}
-METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
return true; // blaster has infinite ammo
}