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
SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
+void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
void W_Shotgun_Attack (void)
{
W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
}
-void spawnfunc_weapon_shotgun(); // defined in t_items.qc
-
.float shotgun_primarytime;
float W_Shotgun(float req)
return WEAPON_SHOTGUN_MURDER;
}
}
-
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
return FALSE;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#endif