#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
+spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
void W_Crylink_CheckLinks(entity e)
{
}
void W_Crylink_Reset(void)
-{
+{SELFPARAM();
W_Crylink_Dequeue(self);
remove(self);
}
}
void W_Crylink_LinkJoinEffect_Think(void)
-{
+{SELFPARAM();
// is there at least 2 projectiles very close?
entity e, p;
float n;
// NO bounce protection, as bounces are limited!
void W_Crylink_Touch(void)
-{
+{SELFPARAM();
float finalhit;
float f;
float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
}
void W_Crylink_Fadethink(void)
-{
+{SELFPARAM();
W_Crylink_Dequeue(self);
remove(self);
}
void W_Crylink_Attack(void)
-{
+{SELFPARAM();
float counter, shots;
entity proj, prevproj, firstproj;
vector s;
}
void W_Crylink_Attack2(void)
-{
+{SELFPARAM();
float counter, shots;
entity proj, prevproj, firstproj;
vector s;
}
bool W_Crylink(int req)
-{
+{SELFPARAM();
float ammo_amount;
switch(req)
{
}
case WR_INIT:
{
- precache_model(W_Model("g_crylink.md3"));
- precache_model(W_Model("v_crylink.md3"));
- precache_model(W_Model("h_crylink.iqm"));
precache_sound(W_Sound("crylink_fire"));
precache_sound(W_Sound("crylink_fire2"));
precache_sound(W_Sound("crylink_linkjoin"));
#endif
#ifdef CSQC
bool W_Crylink(int req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT: