/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
/* refname */ ATTRIB(Blaster, netname, string, "blaster");
-/* wepname */ ATTRIB(Blaster, message, string, _("Blaster"));
+/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
ENDCLASS(Blaster)
REGISTER_WEAPON(BLASTER, NEW(Blaster));
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
-void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
+spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
+spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
void W_Blaster_Touch(void)
{SELFPARAM();
W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- entity missile = spawn();
+ entity missile = new(blasterbolt);
missile.owner = missile.realowner = actor;
- missile.classname = "blasterbolt";
missile.bot_dodge = true;
missile.bot_dodgerating = atk_damage;
PROJECTILE_MAKETRIGGER(missile);
{ self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
}
- METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, int slot, int fire))
{
- if(fire1)
+ if(fire & 1)
{
- if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(blaster, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(blaster, refire)))
{
W_Blaster_Attack(
actor,
WEP_CVAR_PRI(blaster, delay),
WEP_CVAR_PRI(blaster, lifetime)
);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
}
}
- else if(fire2)
+ else if(fire & 2)
{
switch(WEP_CVAR(blaster, secondary))
{
case 1: // normal projectile secondary
{
- if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(blaster, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(blaster, refire)))
{
W_Blaster_Attack(
actor,
WEP_CVAR_SEC(blaster, delay),
WEP_CVAR_SEC(blaster, lifetime)
);
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
}
break;