-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ VORTEX,
/* function */ W_Vortex,
.float vortex_lasthit;
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX); }
+void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX.m_id); }
void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
void SendCSQCVortexBeamParticle(float charge) {
mydmg *= charge;
myforce *= charge;
- W_SetupShot(self, true, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
+ W_SetupShot(self, true, 5, W_Sound("nexfire"), CH_WEAPON_A, mydmg);
if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
{
- sound(self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+ sound(self, CH_WEAPON_B, W_Sound("nexcharge"), VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
}
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX);
+ FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
if(yoda && flying)
Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
{
self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
}
- self.(weapon_load[WEP_VORTEX]) = self.clip_load;
+ self.(weapon_load[WEP_VORTEX.m_id]) = self.clip_load;
}
else
{
case WR_INIT:
{
precache_model("models/nexflash.md3");
- precache_model("models/weapons/g_nex.md3");
- precache_model("models/weapons/v_nex.md3");
- precache_model("models/weapons/h_nex.iqm");
- precache_sound("weapons/nexfire.wav");
- precache_sound("weapons/nexcharge.wav");
- precache_sound("weapons/nexwhoosh1.wav");
- precache_sound("weapons/nexwhoosh2.wav");
- precache_sound("weapons/nexwhoosh3.wav");
+ 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"));
+ precache_sound(W_Sound("nexwhoosh2"));
+ precache_sound(W_Sound("nexwhoosh3"));
VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
case WR_CHECKAMMO1:
{
ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
- ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_PRI(vortex, ammo));
+ ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
return ammo_amount;
}
case WR_CHECKAMMO2:
{
// don't allow charging if we don't have enough ammo
ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
- ammo_amount += self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_SEC(vortex, ammo);
+ ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
return ammo_amount;
}
else
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), "weapons/reload.wav");
+ W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), W_Sound("reload"));
return true;
}
case WR_SUICIDEMESSAGE:
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM);
return true;
}
case WR_INIT:
{
- precache_sound("weapons/neximpact.wav");
+ precache_sound(W_Sound("neximpact"));
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");