-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ CRYLINK,
/* function */ W_Crylink,
.entity queuenext;
.entity queueprev;
#endif
-#else
+#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)
{
e.projectiledeathtype,
other
);
- pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
+ Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, self.origin, '0 0 0', n);
}
}
}
if(WEP_CVAR_PRI(crylink, joinexplode))
maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
- W_SetupShot(self, false, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
+ W_SetupShot(self, false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
shots = WEP_CVAR_PRI(crylink, shots);
- pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
+ Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
{
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);
CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
if(WEP_CVAR_PRI(crylink, joinspread) != 0)
{
if(WEP_CVAR_SEC(crylink, joinexplode))
maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
- W_SetupShot(self, false, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
+ W_SetupShot(self, false, 2, W_Sound("crylink_fire2"), CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
shots = WEP_CVAR_SEC(crylink, shots);
- pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
+ Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
{
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);
CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
if(WEP_CVAR_SEC(crylink, joinspread) != 0)
{
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);
}
}
}
case WR_INIT:
{
- precache_model("models/weapons/g_crylink.md3");
- precache_model("models/weapons/v_crylink.md3");
- precache_model("models/weapons/h_crylink.iqm");
- precache_sound("weapons/crylink_fire.wav");
- precache_sound("weapons/crylink_fire2.wav");
- precache_sound("weapons/crylink_linkjoin.wav");
+ 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"));
CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
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:
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), "weapons/reload.wav");
+ W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), W_Sound("reload"));
return true;
}
case WR_SUICIDEMESSAGE:
org2 = w_org + w_backoff * 2;
if(w_deathtype & HITTYPE_SECONDARY)
{
- pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT2), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, W_Sound("crylink_impact2"), VOL_BASE, ATTN_NORM);
}
else
{
- pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, W_Sound("crylink_impact"), VOL_BASE, ATTN_NORM);
}
return true;
}
case WR_INIT:
{
- precache_sound("weapons/crylink_impact2.wav");
- precache_sound("weapons/crylink_impact.wav");
+ precache_sound(W_Sound("crylink_impact2"));
+ precache_sound(W_Sound("crylink_impact"));
return true;
}
case WR_ZOOMRETICLE: