void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
void W_Blaster_Touch(void)
-{
+{SELFPARAM();
PROJECTILE_TOUCH;
self.event_damage = func_null;
}
void W_Blaster_Think(void)
-{
+{SELFPARAM();
self.movetype = MOVETYPE_FLY;
self.think = SUB_Remove;
self.nextthink = time + self.blaster_lifetime;
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(self, s_forward, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_B, atk_damage);
}
}
bool W_Blaster(int request)
-{
+{SELFPARAM();
switch(request)
{
case WR_AIM:
#endif
#ifdef CSQC
bool W_Blaster(int request)
-{
+{SELFPARAM();
switch(request)
{
case WR_IMPACTEFFECT: