#include "../common/constants.qh"
#include "../common/mapinfo.qh"
-#include "../common/nades.qh"
+#include "../common/nades/all.qh"
#include "../common/stats.qh"
#include "../common/triggers/target/music.qh"
#include "../common/teams.qh"
{
case WEP_TUBA.m_id: // no aim
case WEP_PORTO.m_id: // shoots from eye
+ case WEP_NEXBALL.m_id: // shoots from eye
case WEP_HOOK.m_id: // no trueaim
case WEP_MORTAR.m_id: // toss curve
return SHOTTYPE_HITWORLD;
return true;
if(MUTATOR_CALLHOOK(WantEventchase, self))
return true;
- if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO.m_id)))
+ if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
return true;
if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
{
if(autocvar_cl_reticle)
{
+ Weapon wep = get_weaponinfo(activeweapon);
// Draw the aiming reticle for weapons that use it
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
// no zoom reticle while dead
reticle_type = 0;
}
- else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
+ else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
{
if(reticle_image != "") { reticle_type = 2; }
else { reticle_type = 0; }
if(hud && !intermission)
if(hud == HUD_BUMBLEBEE_GUN)
CSQC_BUMBLE_GUN_HUD();
- else
- VEH_ACTION(hud, VR_HUD);
+ else {
+ Vehicle info = get_vehicleinfo(hud);
+ info.vr_hud(info);
+ }
cl_notice_run();