#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); }
+void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA); }
float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
{
return TRUE;
}
-void W_Tuba_NoteOff()
+void W_Tuba_NoteOff(void)
{
// we have a note:
// on: self.spawnshieldtime
return TRUE;
}
-void W_Tuba_NoteThink()
+void W_Tuba_NoteThink(void)
{
float dist_mult;
float vol0, vol1;
}
}
- if (!self.tuba_note)
+ if(!self.tuba_note)
{
self.tuba_note = spawn();
self.tuba_note.owner = self.tuba_note.realowner = self;
}
case WR_THINK:
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
+ if(self.BUTTON_ATCK)
+ if(weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(0);
//weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
- if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
+ if(self.BUTTON_ATCK2)
+ if(weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(HITTYPE_SECONDARY);
//weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
}
case WR_INIT:
{
- precache_model ("models/weapons/g_tuba.md3");
- precache_model ("models/weapons/v_tuba.md3");
- precache_model ("models/weapons/h_tuba.iqm");
- precache_model ("models/weapons/v_akordeon.md3");
- precache_model ("models/weapons/h_akordeon.iqm");
- precache_model ("models/weapons/v_kleinbottle.md3");
- precache_model ("models/weapons/h_kleinbottle.iqm");
+ precache_model("models/weapons/g_tuba.md3");
+ precache_model("models/weapons/v_tuba.md3");
+ precache_model("models/weapons/h_tuba.iqm");
+ precache_model("models/weapons/v_akordeon.md3");
+ precache_model("models/weapons/h_akordeon.iqm");
+ precache_model("models/weapons/v_kleinbottle.md3");
+ precache_model("models/weapons/h_kleinbottle.iqm");
TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}