+#include "vaporizer.qh"
#ifndef IMPLEMENTATION
CLASS(Vaporizer, Weapon)
/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells);
/* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
/* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
/* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
#endif
/* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
//entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
//if (e == NULL)
//{
- rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true);
+ rgb = colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true);
//rgb = '1 1 1';
//}
//else
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+ FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
// do this now, as goodhits is disabled below
SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
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_ROCKETMINSTA_LASER, true);
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_ROCKETMINSTA_LASER, true);