+#include "electro.qh"
#ifndef IMPLEMENTATION
CLASS(Electro, Weapon)
/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells);
/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
/* modelname */ ATTRIB(Electro, mdl, string, "electro");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
#endif
/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
setsize(proj, '0 0 -3', '0 0 -3');
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
+ IL_PUSH(g_bot_dodge, proj);
proj.missile_flags = MIF_SPLASH;
CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
newproj.event_damage = this.event_damage;
newproj.spawnshieldtime = this.spawnshieldtime;
newproj.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, newproj);
set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
newproj.projectiledeathtype = this.projectiledeathtype;
newproj.nextthink = this.nextthink;
newproj.use = this.use;
newproj.flags = this.flags;
+ IL_PUSH(g_projectiles, newproj);
+ IL_PUSH(g_bot_dodge, newproj);
delete(this);
proj.event_damage = W_Electro_Orb_Damage;
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
+ IL_PUSH(g_bot_dodge, proj);
proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
+ if(proj.damagedbycontents)
+ IL_PUSH(g_damagedbycontents, proj);
proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);