#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_vaporizer (void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
-void spawnfunc_weapon_minstanex () { spawnfunc_weapon_vaporizer(); }
+void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
+void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
-void W_Vaporizer_Attack (void)
+void W_Vaporizer_Attack(void)
{
float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
- W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
+ W_SetupShot(self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
+ FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
if(yoda && flying)
Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
WEP_ACTION(self.weapon, WR_RELOAD);
else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
WEP_ACTION(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
+ else if(self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
{
W_Vaporizer_Attack();
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
}
}
- else if (self.BUTTON_ATCK2)
+ else if(self.BUTTON_ATCK2)
{
- if (self.jump_interval <= time)
- if (weapon_prepareattack(1, -1))
+ if(self.jump_interval <= time)
+ if(weapon_prepareattack(1, -1))
{
// handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();