-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ ELECTRO,
/* function */ W_Electro,
.float electro_secondarytime;
void W_Electro_ExplodeCombo(void);
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_electro(void) { weapon_defaultspawnfunc(WEP_ELECTRO); }
+void spawnfunc_weapon_electro(void) { weapon_defaultspawnfunc(WEP_ELECTRO.m_id); }
void W_Electro_TriggerCombo(vector org, float rad, entity own)
{
world,
world,
WEP_CVAR(electro, combo_force),
- WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
+ WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
world
);
proj.nextthink = time;
proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_ELECTRO;
+ proj.projectiledeathtype = WEP_ELECTRO.m_id;
setorigin(proj, w_shotorg);
proj.movetype = MOVETYPE_FLY;
proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
+ proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
setorigin(proj, w_shotorg);
//proj.glow_size = 50;
case WR_CHECKAMMO1:
{
ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_PRI(electro, ammo);
- ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
{
ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
- ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
}
else
{
ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo);
- ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
}
return ammo_amount;
}