void spawnfunc_weapon_rpc() { weapon_defaultspawnfunc(WEP_RPC.m_id); }
void W_RocketPropelledChainsaw_Explode()
-{
+{SELFPARAM();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
}
void W_RocketPropelledChainsaw_Touch (void)
-{
+{SELFPARAM();
if(WarpZone_Projectile_Touch())
if(wasfreed(self))
return;
}
void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if (self.health <= 0)
return;
}
void W_RocketPropelledChainsaw_Think()
-{
+{SELFPARAM();
if(self.cnt <= time)
{
remove(self);
}
void W_RocketPropelledChainsaw_Attack (void)
-{
+{SELFPARAM();
entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
entity flash = spawn ();
CSQCProjectile(missile, true, PROJECTILE_RPC, false);
- setmodel(flash, "models/flash.md3"); // precision set below
+ setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
SUB_SetFade (flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
W_AttachToShotorg(flash, '5 0 0');
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-bool W_RocketPropelledChainsaw(int req)
-{
+bool W_RocketPropelledChainsaw(entity thiswep, int req)
+{SELFPARAM();
float ammo_amount = false;
switch(req)
{
case WR_THINK:
{
if(WEP_CVAR(rpc, reload_ammo) && self.clip_load < WEP_CVAR(rpc, ammo))
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else
{
if (self.BUTTON_ATCK)
}
case WR_INIT:
{
- precache_model ("models/flash.md3");
- precache_model(W_Model("g_ok_rl.md3"));
- precache_model(W_Model("v_ok_rl.md3"));
- precache_model(W_Model("h_ok_rl.iqm"));
precache_sound (W_Sound("rocket_fire"));
RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
#endif
#ifdef CSQC
-bool W_RocketPropelledChainsaw(int req)
-{
+bool W_RocketPropelledChainsaw(entity thiswep, int req)
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT: