-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ PORTO,
/* function */ W_Porto,
.float porto_v_angle_held;
.vector right_vector;
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
#include "../triggers/trigger/jumppads.qh"
-void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO); }
+void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
void W_Porto_Success(void)
{
tracetoss(self, self);
if(vlen(trace_endpos - self.realowner.origin) < 128)
{
- W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
+ W_ThrowNewWeapon(self.realowner, WEP_PORTO.m_id, 0, self.origin, self.velocity);
Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_FAILED);
}
}
w_shotdir = v_forward;
w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
- //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ //Send_Effect("grenadelauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
gren = spawn();
gren.cnt = type;
gren.think = W_Porto_Think;
gren.touch = W_Porto_Touch;
- if(self.items & IT_STRENGTH)
+ if(self.items & ITEM_Strength.m_itemid)
W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
else
W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);