MUTATOR_HOOKFUNCTION(ok_PlayerDies)
{SELFPARAM();
- entity oldself = self;
entity targ = ((frag_attacker) ? frag_attacker : frag_target);
if(IS_MONSTER(self))
other = world;
}
- self = spawn();
+ setself(spawn());
self.ok_item = true;
self.noalign = true;
self.pickup_anyway = true;
self.velocity = '0 0 200' + normalize(targ.origin - self.origin) * 500;
self.classname = "droppedweapon"; // hax
SUB_SetFade(self, time + 5, 1);
- self = oldself;
+ setself(this);
self.ok_lastwep = self.switchweapon;
{
//Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE);
self.ok_notice_time = time + 2;
- play2(self, W_Sound("dryfire"));
+ play2(self, SND(DRYFIRE));
}
+ Weapon wpn = get_weaponinfo(self.weapon);
if(self.weaponentity.state != WS_CLEAR)
- w_ready();
+ w_ready(wpn, self.BUTTON_ATCK, self.BUTTON_ATCK2);
self.weapon_blocked = true;
}
{
entity wep = spawn();
setorigin(wep, self.origin);
- setmodel(wep, W_Model("g_ok_hmg.md3"));
+ setmodel(wep, MDL_OK_HMG);
wep.classname = "weapon_hmg";
wep.ok_item = true;
wep.noalign = self.noalign;
{
entity wep = spawn();
setorigin(wep, self.origin);
- setmodel(wep, W_Model("g_ok_rl.md3"));
+ setmodel(wep, MDL_OK_RPC);
wep.classname = "weapon_rpc";
wep.ok_item = true;
wep.noalign = self.noalign;
precache_all_playermodels("models/ok_player/*.dpm");
- precache_model(W_Model("h_ok_mg.iqm"));
- precache_model(W_Model("v_ok_mg.md3"));
- precache_model(W_Model("g_ok_mg.md3"));
-
- precache_model(W_Model("h_ok_shotgun.iqm"));
- precache_model(W_Model("v_ok_shotgun.md3"));
- precache_model(W_Model("g_ok_shotgun.md3"));
-
- precache_model(W_Model("h_ok_sniper.iqm"));
- precache_model(W_Model("v_ok_sniper.md3"));
- precache_model(W_Model("g_ok_sniper.md3"));
-
- precache_sound(W_Sound("dryfire"));
-
addstat(STAT_OK_AMMO_CHARGE, AS_FLOAT, ok_use_ammocharge);
addstat(STAT_OK_AMMO_CHARGEPOOL, AS_FLOAT, ok_ammo_charge);