#ifdef SVQC
void spawnfunc_weapon_hook(void)
-{
+{SELFPARAM();
if(g_grappling_hook) // offhand hook
{
startitem_failed = true;
}
void W_Hook_ExplodeThink(void)
-{
+{SELFPARAM();
float dt, dmg_remaining_next, f;
dt = time - self.teleport_time;
}
void W_Hook_Explode2(void)
-{
+{SELFPARAM();
self.event_damage = func_null;
self.touch = func_null;
self.effects |= EF_NODRAW;
}
void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if(self.health <= 0)
return;
}
void W_Hook_Touch2(void)
-{
+{SELFPARAM();
PROJECTILE_TOUCH;
self.use();
}
void W_Hook_Attack2(void)
-{
+{SELFPARAM();
entity gren;
//W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
-bool W_Hook(int req)
-{
+bool W_Hook(entity thiswep, int req)
+{SELFPARAM();
float hooked_time_max, hooked_fuel;
switch(req)
}
case WR_INIT:
{
- precache_model(W_Model("g_hookgun.md3"));
- precache_model(W_Model("v_hookgun.md3"));
- precache_model(W_Model("h_hookgun.iqm"));
precache_sound(W_Sound("hook_impact")); // done by g_hook.qc
precache_sound(W_Sound("hook_fire"));
precache_sound(W_Sound("hookbomb_fire"));
}
#endif
#ifdef CSQC
-bool W_Hook(int req)
-{
+bool W_Hook(entity thiswep, int req)
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT: