void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
void W_RocketMinsta_Explosion(vector loc)
-{
+{SELFPARAM();
if(accuracy_canbegooddamage(self))
accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
entity dmgent = spawn();
}
void W_Vaporizer_Attack(void)
-{
+{SELFPARAM();
bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
}
void W_RocketMinsta_Laser_Explode (void)
-{
+{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(DIFF_TEAM(self.realowner, other))
}
void W_RocketMinsta_Laser_Touch (void)
-{
+{SELFPARAM();
PROJECTILE_TOUCH;
//W_RocketMinsta_Laser_Explode ();
RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
}
void W_RocketMinsta_Attack2(void)
-{
+{SELFPARAM();
makevectors(self.v_angle);
entity proj;
}
void W_RocketMinsta_Attack3 (void)
-{
+{SELFPARAM();
makevectors(self.v_angle);
entity proj;
}
float W_Vaporizer(float req)
-{
+{SELFPARAM();
float ammo_amount;
float vaporizer_ammo;
float rapid = autocvar_g_rm_laser_rapid;
#endif
#ifdef CSQC
float W_Vaporizer(float req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT: