}
void W_Vortex_Attack(float issecondary)
-{
+{SELFPARAM();
float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
.float vortex_chargepool_pauseregen_finished;
bool W_Vortex(int req)
-{
+{SELFPARAM();
float dt;
float ammo_amount;
switch(req)
}
case WR_INIT:
{
- precache_model("models/nexflash.md3");
- precache_model(W_Model("g_nex.md3"));
- precache_model(W_Model("v_nex.md3"));
- precache_model(W_Model("h_nex.iqm"));
precache_sound(W_Sound("nexfire"));
precache_sound(W_Sound("nexcharge"));
precache_sound(W_Sound("nexwhoosh1"));
#ifdef CSQC
float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
bool W_Vortex(int req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT: