/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
/* refname */ ATTRIB(Blaster, netname, string, "blaster");
-/* wepname */ ATTRIB(Blaster, message, string, _("Blaster"));
+/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
ENDCLASS(Blaster)
REGISTER_WEAPON(BLASTER, NEW(Blaster));
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
+spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
void W_Blaster_Touch(void)
W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- entity missile = spawn();
+ entity missile = new(blasterbolt);
missile.owner = missile.realowner = actor;
- missile.classname = "blasterbolt";
missile.bot_dodge = true;
missile.bot_dodgerating = atk_damage;
PROJECTILE_MAKETRIGGER(missile);
{
if(fire & 1)
{
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(blaster, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(blaster, refire)))
{
W_Blaster_Attack(
actor,
WEP_CVAR_PRI(blaster, delay),
WEP_CVAR_PRI(blaster, lifetime)
);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
}
}
else if(fire & 2)
case 1: // normal projectile secondary
{
- if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(blaster, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(blaster, refire)))
{
W_Blaster_Attack(
actor,
WEP_CVAR_SEC(blaster, delay),
WEP_CVAR_SEC(blaster, lifetime)
);
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
}
break;
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
+ pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
}