/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
/* rating */ BOT_PICKUP_RATING_HIGH,
/* color */ '0.5 1 1',
-/* model */ "nex",
+/* modelname */ "nex",
+/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairnex 0.65",
-/* refname */ "nex",
+/* wepimg */ "weaponnex",
+/* refname */ "vortex",
/* wepname */ _("Vortex")
);
w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
w_prop(id, sn, string, weaponreplace, weaponreplace) \
w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_vortex() { weapon_defaultspawnfunc(WEP_VORTEX); }
-void spawnfunc_weapon_nex() { spawnfunc_weapon_vortex(); }
+void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX); }
+void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
void SendCSQCVortexBeamParticle(float charge) {
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
- WriteCoord(MSG_BROADCAST, w_shotorg_x);
- WriteCoord(MSG_BROADCAST, w_shotorg_y);
- WriteCoord(MSG_BROADCAST, w_shotorg_z);
- WriteCoord(MSG_BROADCAST, v_x);
- WriteCoord(MSG_BROADCAST, v_y);
- WriteCoord(MSG_BROADCAST, v_z);
+ WriteCoord(MSG_BROADCAST, w_shotorg.x);
+ WriteCoord(MSG_BROADCAST, w_shotorg.y);
+ WriteCoord(MSG_BROADCAST, w_shotorg.z);
+ WriteCoord(MSG_BROADCAST, v.x);
+ WriteCoord(MSG_BROADCAST, v.y);
+ WriteCoord(MSG_BROADCAST, v.z);
WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
}
-void W_Vortex_Attack (float issecondary)
+void W_Vortex_Attack(float issecondary)
{
float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
mydmg *= charge;
myforce *= charge;
- W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
+ W_SetupShot(self, TRUE, 5, "weapons/nexfire.wav", 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, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
}
yoda = 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);
if(yoda && flying)
Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
W_DecreaseAmmo(myammo);
}
-void spawnfunc_weapon_vortex (void); // defined in t_items.qc
+void spawnfunc_weapon_vortex(void); // defined in t_items.qc
.float vortex_chargepool_pauseregen_finished;
float W_Vortex(float req)
WEP_ACTION(self.weapon, WR_RELOAD);
else
{
- if (self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
{
W_Vortex_Attack(0);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
}
}
- if ((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
+ if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
{
if(WEP_CVAR(vortex, charge))
{
}
else if(WEP_CVAR(vortex, secondary))
{
- if (weapon_prepareattack(0, WEP_CVAR_SEC(vortex, refire)))
+ if(weapon_prepareattack(0, WEP_CVAR_SEC(vortex, refire)))
{
W_Vortex_Attack(1);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
}
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("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");
VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
return WEAPON_VORTEX_MURDER;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
}
}
}
- return TRUE;
+ return FALSE;
}
#endif
#endif