float atk_spread,
float atk_delay,
float atk_lifetime)
-{SELFPARAM();
+{
vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
- W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
+ 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 = new(blasterbolt);
//missile.glow_color = 250; // 244, 250
//missile.glow_size = 120;
- missile.touch = W_Blaster_Touch;
+ settouch(missile, W_Blaster_Touch);
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH;
missile.projectiledeathtype = atk_deathtype;
if (time >= missile.nextthink)
{
- WITH(entity, self, missile, missile.think());
+ WITHSELF(missile, missile.think());
}
}
METHOD(Blaster, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
if(WEP_CVAR(blaster, secondary))
{
if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
- { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
+ { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
else
- { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+ { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
}
else
- { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+ { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
}
METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
METHOD(Blaster, wr_setup, void(entity thiswep))
{
+ SELFPARAM();
self.ammo_field = ammo_none;
}
-METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
+METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor))
{
return true; // infinite ammo
}
-METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
+METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor))
{
return true; // blaster has infinite ammo
}
METHOD(Blaster, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 6;
pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);