#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ RIFLE,
-/* function */ W_Rifle,
-/* ammotype */ ammo_nails,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0.5 1 0',
-/* model */ "campingrifle",
+/* WEP_##id */ RIFLE,
+/* function */ W_Rifle,
+/* ammotype */ ammo_nails,
+/* impulse */ 7,
+/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* color */ '0.5 1 0',
+/* modelname */ "campingrifle",
+/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairrifle 0.5",
-/* netname */ "rifle",
-/* fullname */ _("Rifle")
+/* wepimg */ "weaponrifle",
+/* refname */ "rifle",
+/* wepname */ _("Rifle")
);
#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
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)
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_rifle (void) { weapon_defaultspawnfunc(WEP_RIFLE); }
-void spawnfunc_weapon_campingrifle (void) { spawnfunc_weapon_rifle(); }
-void spawnfunc_weapon_sniperrifle (void) { spawnfunc_weapon_rifle(); }
+void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE); }
+void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); }
+void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); }
void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, float deathtype, float pTracer, float pShots, string pSound)
{
W_DecreaseAmmo(pAmmo);
- W_SetupShot (self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots);
+ W_SetupShot(self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots);
pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
for(i = 0; i < pShots; ++i)
fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
- if (autocvar_g_casings >= 2)
- SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+ if(autocvar_g_casings >= 2)
+ SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
}
-void W_Rifle_Attack()
+void W_Rifle_Attack(void)
{
W_Rifle_FireBullet(WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), "weapons/campingrifle_fire.wav");
}
-void W_Rifle_Attack2()
+void W_Rifle_Attack2(void)
{
W_Rifle_FireBullet(WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), "weapons/campingrifle_fire2.wav");
}
.float rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue()
+void W_Rifle_BulletHail_Continue(void)
{
float r, sw, af;
else
{
self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
- if (time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
+ if(self.BUTTON_ATCK)
+ if(weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
+ if(time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
{
weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
}
- if (self.BUTTON_ATCK2)
+ if(self.BUTTON_ATCK2)
{
- if (WEP_CVAR(rifle, secondary))
+ if(WEP_CVAR(rifle, secondary))
{
if(WEP_CVAR_SEC(rifle, reload))
WEP_ACTION(self.weapon, WR_RELOAD);
else
{
- if (weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
- if (time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
+ if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
+ if(time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
{
weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
}
case WR_INIT:
{
- precache_model ("models/weapons/g_campingrifle.md3");
- precache_model ("models/weapons/v_campingrifle.md3");
- precache_model ("models/weapons/h_campingrifle.iqm");
- precache_sound ("weapons/campingrifle_fire.wav");
- precache_sound ("weapons/campingrifle_fire2.wav");
- RIFLE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ precache_model("models/weapons/g_campingrifle.md3");
+ precache_model("models/weapons/v_campingrifle.md3");
+ precache_model("models/weapons/h_campingrifle.iqm");
+ precache_sound("weapons/campingrifle_fire.wav");
+ precache_sound("weapons/campingrifle_fire2.wav");
+ RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
}
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
}
}
}
-
- return TRUE;
+ return FALSE;
}
#endif
#endif