this.angles = vectoangles(this.velocity);
if(this.health <= 0)
- WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think));
+ WITHSELF(this, W_PrepareExplosionByDamage(attacker, this.think));
}
void W_Arc_Bolt_Touch()
W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
- W_SetupShot(self, false, 2, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
+ W_SetupShot(self, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
self.owner,
true,
0,
- "",
+ SND_Null,
0,
WEP_CVAR(arc, beam_damage) * coefficient,
WEP_CVAR(arc, beam_range)
beam.beam_bursting = burst;
Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
- WITH(entity, self, beam, beam.think());
+ WITHSELF(beam, beam.think());
}
void Arc_Smoke()
{SELFPARAM();
makevectors(self.v_angle);
- W_SetupShot_Range(self,true,0,"",0,0,0);
+ W_SetupShot_Range(self,true,0,SND_Null,0,0,0);
vector smoke_origin = w_shotorg + self.velocity*frametime;
if ( self.arc_overheat > time )
if(WEP_CVAR(arc, beam_botaimspeed))
{
PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
+ self,
WEP_CVAR(arc, beam_botaimspeed),
0,
WEP_CVAR(arc, beam_botaimlifetime),
else
{
PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
+ self,
1000000,
0,
0.001,
}
METHOD(Arc, wr_drop, void(entity thiswep))
{
+ SELFPARAM();
weapon_dropevent_item.arc_overheat = self.arc_overheat;
weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
self.arc_overheat = 0;
}
METHOD(Arc, wr_pickup, void(entity thiswep))
{
+ SELFPARAM();
if ( !client_hasweapon(self, thiswep, false, false) &&
weapon_dropevent_item.arc_overheat > time )
{
METHOD(Arc, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
if(w_deathtype & HITTYPE_SECONDARY)
{
vector org2;