#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
+spawnfunc(weapon_arc) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
-float W_Arc_Beam_Send(entity to, int sf)
-{SELFPARAM();
+bool W_Arc_Beam_Send(entity this, entity to, int sf)
+{
WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
// Truncate information when this beam is displayed to the owner client
if((!actor.arc_beam) || wasfreed(actor.arc_beam))
{
- if(weapon_prepareattack(actor, fire2, 0))
+ if(weapon_prepareattack(thiswep, actor, fire2, 0))
{
W_Arc_Beam(fire2);
#if 0
if(fire2)
- if(weapon_prepareattack(actor, true, autocvar_g_balance_arc_secondary_refire))
+ if(weapon_prepareattack(thiswep, actor, true, autocvar_g_balance_arc_secondary_refire))
{
W_Arc_Attack2();
actor.arc_count = autocvar_g_balance_arc_secondary_count;
}
}
-void Draw_ArcBeam(void)
-{SELFPARAM();
+void Draw_ArcBeam(entity this)
+{
float dt = time - self.move_time;
self.move_time = time;
if(dt <= 0) { return; }