#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK); }
+void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
void W_Crylink_CheckLinks(entity e)
{
proj.movetype = MOVETYPE_BOUNCEMISSILE;
PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_CRYLINK;
+ proj.projectiledeathtype = WEP_CRYLINK.m_id;
//proj.gravity = 0.001;
setorigin(proj, w_shotorg);
proj.movetype = MOVETYPE_BOUNCEMISSILE;
PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
+ proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
//proj.gravity = 0.001;
setorigin(proj, w_shotorg);
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// ran out of ammo!
- self.cnt = WEP_CRYLINK;
+ self.cnt = WEP_CRYLINK.m_id;
self.switchweapon = w_getbestweapon(self);
}
}
return true;
ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
- ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_PRI(crylink, ammo);
+ ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
return true;
ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
- ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_SEC(crylink, ammo);
+ ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
return ammo_amount;
}
case WR_CONFIG: