if(WEP_CVAR_PRI(crylink, joinexplode))
maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
- W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg, WEP_CRYLINK.m_id);
+ W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg, thiswep.m_id);
forward = v_forward;
right = v_right;
up = v_up;
set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_CRYLINK.m_id;
+ proj.projectiledeathtype = thiswep.m_id;
//proj.gravity = 0.001;
setorigin(proj, w_shotorg);
if(WEP_CVAR_SEC(crylink, joinexplode))
maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
- W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg, WEP_CRYLINK.m_id | HITTYPE_SECONDARY);
+ W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg, thiswep.m_id | HITTYPE_SECONDARY);
forward = v_forward;
right = v_right;
up = v_up;
set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
+ proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
//proj.gravity = 0.001;
setorigin(proj, w_shotorg);
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
// ran out of ammo!
- actor.cnt = WEP_CRYLINK.m_id;
+ actor.cnt = thiswep.m_id;
actor.(weaponentity).m_switchweapon = w_getbestweapon(actor, weaponentity);
}
}
return true;
float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(crylink, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
return ammo_amount;
}
METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
return true;
float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(crylink, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
return ammo_amount;
}
METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))