#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
/* WEP_##id */ FIREBALL,
-/* function */ w_fireball,
-/* ammotype */ 0,
+/* function */ W_Fireball,
+/* ammotype */ ammo_none,
/* impulse */ 9,
/* flags */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "fireball",
-/* shortname */ "fireball",
-/* fullname */ _("Fireball")
+/* color */ '1 0.5 0',
+/* modelname */ "fireball",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairfireball",
+/* refname */ "fireball",
+/* wepname */ _("Fireball")
);
-#else
+
+#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
+#define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, damageforcescale) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, laserburntime) \
+ w_cvar(id, sn, BOTH, laserdamage) \
+ w_cvar(id, sn, BOTH, laseredgedamage) \
+ w_cvar(id, sn, BOTH, laserradius) \
+ w_cvar(id, sn, PRI, edgedamage) \
+ w_cvar(id, sn, PRI, force) \
+ w_cvar(id, sn, PRI, radius) \
+ w_cvar(id, sn, PRI, health) \
+ w_cvar(id, sn, PRI, refire2) \
+ w_cvar(id, sn, PRI, bfgdamage) \
+ w_cvar(id, sn, PRI, bfgforce) \
+ w_cvar(id, sn, PRI, bfgradius) \
+ w_cvar(id, sn, SEC, damagetime) \
+ w_cvar(id, sn, SEC, speed_up) \
+ w_cvar(id, sn, SEC, speed_z) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+
#ifdef SVQC
+FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float bot_primary_fireballmooth; // whatever a mooth is
.vector fireball_impactvec;
.float fireball_primarytime;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); }
void W_Fireball_Explode (void)
{
// 1. dist damage
d = (self.realowner.health + self.realowner.armorvalue);
- RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
if(self.realowner.health + self.realowner.armorvalue >= d)
if(!self.cnt)
{
- modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_balance_fireball_primary_bfgradius, 0.2, 0.05, 0.25);
+ modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
// 2. bfg effect
// NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
- for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain)
- if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || IsDifferentTeam(e, self))
+ for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
{
// can we see fireball?
traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
if(/* trace_startsolid || */ trace_fraction != 1)
continue;
dist = vlen(self.origin - e.origin - e.view_ofs);
- points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius));
+ points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
if(points <= 0)
continue;
dir = normalize(e.origin + e.view_ofs - self.origin);
if(accuracy_isgooddamage(self.realowner, e))
- accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_bfgdamage * points);
+ accuracy_add(self.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
- Damage(e, self, self.realowner, autocvar_g_balance_fireball_primary_bfgdamage * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, autocvar_g_balance_fireball_primary_bfgforce * dir);
+ Damage(e, self, self.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
}
}
RandomSelection_Init();
for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
- if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || IsDifferentTeam(e, self))
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
{
p = e.origin;
p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
return;
}
- W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_primary_laserradius, autocvar_g_balance_fireball_primary_laserdamage, autocvar_g_balance_fireball_primary_laseredgedamage, autocvar_g_balance_fireball_primary_laserburntime);
+ W_Fireball_LaserPlay(0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime));
self.nextthink = time + 0.1;
}
{
if(self.health <= 0)
return;
-
+
if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
-
+
self.health = self.health - damage;
if (self.health <= 0)
{
{
entity proj;
- W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
+ W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.classname = "plasma_prim";
proj.owner = proj.realowner = self;
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage;
- proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime;
+ proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
+ proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
proj.use = W_Fireball_Explode;
proj.think = W_Fireball_Think;
proj.nextthink = time;
- proj.health = autocvar_g_balance_fireball_primary_health;
+ proj.health = WEP_CVAR_PRI(fireball, health);
proj.team = self.team;
proj.event_damage = W_Fireball_Damage;
proj.takedamage = DAMAGE_YES;
- proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale;
+ proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_FIREBALL;
setorigin(proj, w_shotorg);
proj.movetype = MOVETYPE_FLY;
- W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
+ W_SetupProjVelocity_PRI(proj, fireball);
proj.angles = vectoangles(proj.velocity);
proj.touch = W_Fireball_TouchExplode;
setsize(proj, '-16 -16 -16', '16 16 16');
proj.flags = FL_PROJECTILE;
proj.missile_flags = MIF_SPLASH | MIF_PROXY;
-
+
CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
void W_Fireball_Attack1_Frame4()
{
W_Fireball_Attack1();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
}
void W_Fireball_Attack1_Frame3()
{
W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
}
void W_Fireball_Attack1_Frame2()
{
W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
}
void W_Fireball_Attack1_Frame1()
{
W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
}
void W_Fireball_Attack1_Frame0()
{
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
- sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
+ sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
}
-void W_Firemine_Think()
+void W_Fireball_Firemine_Think()
{
if(time > self.pushltime)
{
// make it "hot" once it leaves its owner
if(self.owner)
{
- if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius)
+ if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius))
{
self.cnt += 1;
if(self.cnt == 3)
self.cnt = 0;
}
- W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_secondary_laserradius, autocvar_g_balance_fireball_secondary_laserdamage, autocvar_g_balance_fireball_secondary_laseredgedamage, autocvar_g_balance_fireball_secondary_laserburntime);
+ W_Fireball_LaserPlay(0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
self.nextthink = time + 0.1;
}
-void W_Firemine_Touch (void)
+void W_Fireball_Firemine_Touch (void)
{
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM)
- if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype) >= 0)
+ if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
{
remove(self);
return;
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, autocvar_g_balance_fireball_secondary_damage);
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
w_shotorg = trace_endpos;
proj.owner = proj.realowner = self;
proj.classname = "grenade";
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage;
+ proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
proj.movetype = MOVETYPE_BOUNCE;
proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
- proj.touch = W_Firemine_Touch;
+ proj.touch = W_Fireball_Firemine_Touch;
PROJECTILE_MAKETRIGGER(proj);
setsize(proj, '-4 -4 -4', '4 4 4');
setorigin(proj, w_shotorg);
- proj.think = W_Firemine_Think;
+ proj.think = W_Fireball_Firemine_Think;
proj.nextthink = time;
- proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale;
- proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime;
- W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
+ proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
+ proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
+ W_SetupProjVelocity_UP_SEC(proj, fireball);
proj.angles = vectoangles(proj.velocity);
proj.flags = FL_PROJECTILE;
proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
-
+
CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
-void spawnfunc_weapon_fireball (void)
+float W_Fireball(float req)
{
- weapon_defaultspawnfunc(WEP_FIREBALL);
-}
-
-float w_fireball(float req)
-{
- //float ammo_amount;
- if (req == WR_AIM)
+ switch(req)
{
- self.BUTTON_ATCK = FALSE;
- self.BUTTON_ATCK2 = FALSE;
- if (self.bot_primary_fireballmooth == 0)
+ case WR_AIM:
{
- if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE))
+ self.BUTTON_ATCK = FALSE;
+ self.BUTTON_ATCK2 = FALSE;
+ if (self.bot_primary_fireballmooth == 0)
{
- self.BUTTON_ATCK = TRUE;
- if(random() < 0.02) self.bot_primary_fireballmooth = 0;
+ if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), FALSE))
+ {
+ self.BUTTON_ATCK = TRUE;
+ if(random() < 0.02) self.bot_primary_fireballmooth = 0;
+ }
}
- }
- else
- {
- if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE))
+ else
{
- self.BUTTON_ATCK2 = TRUE;
- if(random() < 0.01) self.bot_primary_fireballmooth = 1;
+ if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), TRUE))
+ {
+ self.BUTTON_ATCK2 = TRUE;
+ if(random() < 0.01) self.bot_primary_fireballmooth = 1;
+ }
}
+
+ return TRUE;
}
- }
- else if (req == WR_THINK)
- {
- if (self.BUTTON_ATCK)
+ case WR_THINK:
{
- if (time >= self.fireball_primarytime)
- if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
+ if (self.BUTTON_ATCK)
{
- W_Fireball_Attack1_Frame0();
- self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2 * W_WeaponRateFactor();
+ if (time >= self.fireball_primarytime)
+ if (weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
+ {
+ W_Fireball_Attack1_Frame0();
+ self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
+ }
}
- }
- else if (self.BUTTON_ATCK2)
- {
- if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
+ else if (self.BUTTON_ATCK2)
{
- W_Fireball_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
+ if (weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
+ {
+ W_Fireball_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+ }
}
+
+ return TRUE;
}
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/weapons/g_fireball.md3");
- precache_model ("models/weapons/v_fireball.md3");
- precache_model ("models/weapons/h_fireball.iqm");
- precache_model ("models/sphere/sphere.md3");
- precache_sound ("weapons/fireball_fire.wav");
- precache_sound ("weapons/fireball_fire2.wav");
- precache_sound ("weapons/fireball_prefire2.wav");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_FIREBALL);
- self.current_ammo = ammo_none;
- }
- else if (req == WR_CHECKAMMO1)
- {
- return 1;
- }
- else if (req == WR_CHECKAMMO2)
- {
- return 1;
- }
- else if (req == WR_RESETPLAYER)
- {
- self.fireball_primarytime = time;
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_FIREBALL_SUICIDE_FIREMINE;
- else
- return WEAPON_FIREBALL_SUICIDE_BLAST;
- }
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
+ case WR_INIT:
{
- return WEAPON_FIREBALL_MURDER_FIREMINE;
+ precache_model ("models/weapons/g_fireball.md3");
+ precache_model ("models/weapons/v_fireball.md3");
+ precache_model ("models/weapons/h_fireball.iqm");
+ precache_model ("models/sphere/sphere.md3");
+ precache_sound ("weapons/fireball_fire.wav");
+ precache_sound ("weapons/fireball_fire2.wav");
+ precache_sound ("weapons/fireball_prefire2.wav");
+ FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+ return TRUE;
}
- else
+ case WR_SETUP:
+ {
+ self.ammo_field = ammo_none;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ case WR_CHECKAMMO2:
+ {
+ return TRUE; // fireball has infinite ammo
+ }
+ case WR_CONFIG:
+ {
+ FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
+ case WR_RESETPLAYER:
{
- return WEAPON_FIREBALL_MURDER_BLAST;
+ self.fireball_primarytime = time;
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_FIREBALL_SUICIDE_FIREMINE;
+ else
+ return WEAPON_FIREBALL_SUICIDE_BLAST;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_FIREBALL_MURDER_FIREMINE;
+ else
+ return WEAPON_FIREBALL_MURDER_BLAST;
}
}
return TRUE;
}
#endif
#ifdef CSQC
-float w_fireball(float req)
+float W_Fireball(float req)
{
- if(req == WR_IMPACTEFFECT)
+ switch(req)
{
- vector org2;
- if(w_deathtype & HITTYPE_SECONDARY)
+ case WR_IMPACTEFFECT:
{
- // firemine goes out silently
+ vector org2;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ // firemine goes out silently
+ }
+ else
+ {
+ org2 = w_org + w_backoff * 16;
+ pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM * 0.25); // long range boom
+ }
+
+ return TRUE;
}
- else
+ case WR_INIT:
{
- org2 = w_org + w_backoff * 16;
- pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
+ precache_sound("weapons/fireball_impact2.wav");
+ return TRUE;
+ }
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
}
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/fireball_impact2.wav");
}
return TRUE;