/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
/* refname */ ATTRIB(Seeker, netname, string, "seeker");
-/* wepname */ ATTRIB(Seeker, message, string, _("T.A.G. Seeker"));
+/* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, flac_ammo, float, NONE) \
+ P(class, prefix, flac_animtime, float, NONE) \
+ P(class, prefix, flac_damage, float, NONE) \
+ P(class, prefix, flac_edgedamage, float, NONE) \
+ P(class, prefix, flac_force, float, NONE) \
+ P(class, prefix, flac_lifetime, float, NONE) \
+ P(class, prefix, flac_lifetime_rand, float, NONE) \
+ P(class, prefix, flac_radius, float, NONE) \
+ P(class, prefix, flac_refire, float, NONE) \
+ P(class, prefix, flac_speed, float, NONE) \
+ P(class, prefix, flac_speed_up, float, NONE) \
+ P(class, prefix, flac_speed_z, float, NONE) \
+ P(class, prefix, flac_spread, float, NONE) \
+ P(class, prefix, missile_accel, float, NONE) \
+ P(class, prefix, missile_ammo, float, NONE) \
+ P(class, prefix, missile_animtime, float, NONE) \
+ P(class, prefix, missile_count, float, NONE) \
+ P(class, prefix, missile_damageforcescale, float, NONE) \
+ P(class, prefix, missile_damage, float, NONE) \
+ P(class, prefix, missile_decel, float, NONE) \
+ P(class, prefix, missile_delay, float, NONE) \
+ P(class, prefix, missile_edgedamage, float, NONE) \
+ P(class, prefix, missile_force, float, NONE) \
+ P(class, prefix, missile_health, float, NONE) \
+ P(class, prefix, missile_lifetime, float, NONE) \
+ P(class, prefix, missile_proxy, float, NONE) \
+ P(class, prefix, missile_proxy_delay, float, NONE) \
+ P(class, prefix, missile_proxy_maxrange, float, NONE) \
+ P(class, prefix, missile_radius, float, NONE) \
+ P(class, prefix, missile_refire, float, NONE) \
+ P(class, prefix, missile_smart, float, NONE) \
+ P(class, prefix, missile_smart_mindist, float, NONE) \
+ P(class, prefix, missile_smart_trace_max, float, NONE) \
+ P(class, prefix, missile_smart_trace_min, float, NONE) \
+ P(class, prefix, missile_speed, float, NONE) \
+ P(class, prefix, missile_speed_max, float, NONE) \
+ P(class, prefix, missile_speed_up, float, NONE) \
+ P(class, prefix, missile_speed_z, float, NONE) \
+ P(class, prefix, missile_spread, float, NONE) \
+ P(class, prefix, missile_turnrate, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, tag_ammo, float, NONE) \
+ P(class, prefix, tag_animtime, float, NONE) \
+ P(class, prefix, tag_damageforcescale, float, NONE) \
+ P(class, prefix, tag_health, float, NONE) \
+ P(class, prefix, tag_lifetime, float, NONE) \
+ P(class, prefix, tag_refire, float, NONE) \
+ P(class, prefix, tag_speed, float, NONE) \
+ P(class, prefix, tag_spread, float, NONE) \
+ P(class, prefix, tag_tracker_lifetime, float, NONE) \
+ P(class, prefix, type, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Seeker, seeker)
+#undef X
ENDCLASS(Seeker)
-REGISTER_WEAPON(SEEKER, NEW(Seeker));
-
-#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
-#define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, type) \
- w_cvar(id, sn, NONE, flac_ammo) \
- w_cvar(id, sn, NONE, flac_animtime) \
- w_cvar(id, sn, NONE, flac_damage) \
- w_cvar(id, sn, NONE, flac_edgedamage) \
- w_cvar(id, sn, NONE, flac_force) \
- w_cvar(id, sn, NONE, flac_lifetime) \
- w_cvar(id, sn, NONE, flac_lifetime_rand) \
- w_cvar(id, sn, NONE, flac_radius) \
- w_cvar(id, sn, NONE, flac_refire) \
- w_cvar(id, sn, NONE, flac_speed) \
- w_cvar(id, sn, NONE, flac_speed_up) \
- w_cvar(id, sn, NONE, flac_speed_z) \
- w_cvar(id, sn, NONE, flac_spread) \
- w_cvar(id, sn, NONE, missile_accel) \
- w_cvar(id, sn, NONE, missile_ammo) \
- w_cvar(id, sn, NONE, missile_animtime) \
- w_cvar(id, sn, NONE, missile_count) \
- w_cvar(id, sn, NONE, missile_damage) \
- w_cvar(id, sn, NONE, missile_damageforcescale) \
- w_cvar(id, sn, NONE, missile_decel) \
- w_cvar(id, sn, NONE, missile_delay) \
- w_cvar(id, sn, NONE, missile_edgedamage) \
- w_cvar(id, sn, NONE, missile_force) \
- w_cvar(id, sn, NONE, missile_health) \
- w_cvar(id, sn, NONE, missile_lifetime) \
- w_cvar(id, sn, NONE, missile_proxy) \
- w_cvar(id, sn, NONE, missile_proxy_delay) \
- w_cvar(id, sn, NONE, missile_proxy_maxrange) \
- w_cvar(id, sn, NONE, missile_radius) \
- w_cvar(id, sn, NONE, missile_refire) \
- w_cvar(id, sn, NONE, missile_smart) \
- w_cvar(id, sn, NONE, missile_smart_mindist) \
- w_cvar(id, sn, NONE, missile_smart_trace_max) \
- w_cvar(id, sn, NONE, missile_smart_trace_min) \
- w_cvar(id, sn, NONE, missile_speed) \
- w_cvar(id, sn, NONE, missile_speed_max) \
- w_cvar(id, sn, NONE, missile_speed_up) \
- w_cvar(id, sn, NONE, missile_speed_z) \
- w_cvar(id, sn, NONE, missile_spread) \
- w_cvar(id, sn, NONE, missile_turnrate) \
- w_cvar(id, sn, NONE, tag_ammo) \
- w_cvar(id, sn, NONE, tag_animtime) \
- w_cvar(id, sn, NONE, tag_damageforcescale) \
- w_cvar(id, sn, NONE, tag_health) \
- w_cvar(id, sn, NONE, tag_lifetime) \
- w_cvar(id, sn, NONE, tag_refire) \
- w_cvar(id, sn, NONE, tag_speed) \
- w_cvar(id, sn, NONE, tag_spread) \
- w_cvar(id, sn, NONE, tag_tracker_lifetime) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
+
#ifdef SVQC
-SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity tag_target, wps_tag_tracker;
.float tag_time;
#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
+spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
// ============================
-void W_Seeker_Missile_Explode(void)
+void W_Seeker_Missile_Explode()
{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
remove(self);
}
-void W_Seeker_Missile_Touch(void)
+void W_Seeker_Missile_Touch()
{
PROJECTILE_TOUCH;
W_Seeker_Missile_Explode();
}
-void W_Seeker_Missile_Think(void)
+void W_Seeker_Missile_Think()
{SELFPARAM();
entity e;
vector desireddir, olddir, newdir, eorg;
}
/*
-void W_Seeker_Missile_Animate(void)
+void W_Seeker_Missile_Animate()
{
self.frame = self.frame +1;
self.nextthink = time + 0.05;
}
*/
-void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
+void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
{SELFPARAM();
entity missile;
- W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
makevectors(self.v_angle);
W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
//self.detornator = false;
- missile = spawn();
+ missile = new(seeker_missile);
missile.owner = missile.realowner = self;
- missile.classname = "seeker_missile";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
// ============================
// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
// ============================
-void W_Seeker_Flac_Explode(void)
+void W_Seeker_Flac_Explode()
{SELFPARAM();
self.event_damage = func_null;
remove(self);
}
-void W_Seeker_Flac_Touch(void)
+void W_Seeker_Flac_Touch()
{
PROJECTILE_TOUCH;
W_Seeker_Flac_Explode();
}
-void W_Seeker_Fire_Flac(void)
+void W_Seeker_Fire_Flac(Weapon thiswep)
{SELFPARAM();
entity missile;
vector f_diff;
float c;
- W_DecreaseAmmo(WEP_CVAR(seeker, flac_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, flac_ammo));
c = self.bulletcounter % 4;
switch(c)
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- missile = spawn();
+ missile = new(missile);
missile.owner = missile.realowner = self;
- missile.classname = "missile";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
missile.touch = W_Seeker_Flac_Explode;
return world;
}
-void W_Seeker_Attack(void)
+void W_Seeker_Attack()
{SELFPARAM();
entity tracker, closest_target;
if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
closest_target = world;
- W_Seeker_Fire_Missile('0 0 0', closest_target);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
}
-void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
+void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
{SELFPARAM();
float c;
entity oldenemy;
self.cnt = self.cnt - 1;
- if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.WEP_AMMO(SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id))
+ Weapon thiswep = WEP_SEEKER;
+ if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (PS(self.realowner).m_switchweapon != WEP_SEEKER))
{
remove(self);
return;
switch(c)
{
case 0:
- W_Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.enemy);
break;
case 1:
- W_Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', self.enemy);
break;
case 2:
- W_Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', self.enemy);
break;
case 3:
default:
- W_Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
+ W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', self.enemy);
break;
}
setself(this);
}
-void W_Seeker_Tracker_Think(void)
+void W_Seeker_Tracker_Think()
{SELFPARAM();
// commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
- if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
+ if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (PS(self.realowner).m_switchweapon != WEP_SEEKER)
|| (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
{
if(self)
// ============================
// Begin: Tag projectile
// ============================
-void W_Seeker_Tag_Explode(void)
+void W_Seeker_Tag_Explode()
{SELFPARAM();
//if(other==self.realowner)
// return;
W_Seeker_Tag_Explode();
}
-void W_Seeker_Tag_Touch(void)
+void W_Seeker_Tag_Touch()
{SELFPARAM();
vector dir;
vector org2;
else
{
//sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
- e = spawn();
+ e = new(tag_tracker);
e.cnt = WEP_CVAR(seeker, missile_count);
- e.classname = "tag_tracker";
e.owner = self.owner;
e.realowner = self.realowner;
return;
}
-void W_Seeker_Fire_Tag(void)
+void W_Seeker_Fire_Tag(Weapon thiswep)
{SELFPARAM();
entity missile;
- W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(TAG_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
- missile = spawn();
+ missile = new(seeker_tag);
missile.owner = missile.realowner = self;
- missile.classname = "seeker_tag";
missile.bot_dodge = true;
missile.bot_dodgerating = 50;
missile.touch = W_Seeker_Tag_Touch;
- missile.think = SUB_Remove;
+ missile.think = SUB_Remove_self;
missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
missile.movetype = MOVETYPE_FLY;
missile.solid = SOLID_BBOX;
// Begin: Genereal weapon functions
// ============================
- METHOD(Seeker, wr_aim, bool(entity thiswep))
+ METHOD(Seeker, wr_aim, void(entity thiswep))
{
if(WEP_CVAR(seeker, type) == 1)
if(W_Seeker_Tagged_Info(self, self.enemy) != world)
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
else
self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
- return true;
}
- METHOD(Seeker, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
- _WEP_ACTION(self.weapon, WR_RELOAD);
-
- else if(fire1)
+ if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
+ thiswep.wr_reload(thiswep);
+ } else if(fire & 1)
{
if(WEP_CVAR(seeker, type) == 1)
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
{
W_Seeker_Attack();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
}
}
else
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
{
- W_Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ W_Seeker_Fire_Tag(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
}
- else if(fire2)
+ else if(fire & 2)
{
if(WEP_CVAR(seeker, type) == 1)
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
{
- W_Seeker_Fire_Tag();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ W_Seeker_Fire_Tag(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
}
else
{
- if(weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
{
- W_Seeker_Fire_Flac();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+ W_Seeker_Fire_Flac(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
}
}
}
-
- return true;
- }
- METHOD(Seeker, wr_init, bool(entity thiswep))
- {
- SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
{
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
- ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
}
else
{
- ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
return ammo_amount;
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
- ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
}
else
{
- ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
}
return ammo_amount;
}
- METHOD(Seeker, wr_config, bool(entity thiswep))
+ METHOD(Seeker, wr_reload, void(entity thiswep))
{
- SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
+ W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
}
- METHOD(Seeker, wr_reload, bool(entity thiswep))
- {
- W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
- return true;
- }
- METHOD(Seeker, wr_suicidemessage, bool(entity thiswep))
+ METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_SEEKER_SUICIDE;
}
- METHOD(Seeker, wr_killmessage, bool(entity thiswep))
+ METHOD(Seeker, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_SEEKER_MURDER_TAG;
#endif
#ifdef CSQC
- METHOD(Seeker, wr_impacteffect, bool(entity thiswep))
+ METHOD(Seeker, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 6;
}
else
{
- pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
{
if(w_random<0.15)
}
else
{
- pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
+ pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
{
if(w_random<0.15)
sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
}
}
- return true;
- }
- METHOD(Seeker, wr_init, bool(entity thiswep))
- {
- return true;
- }
- METHOD(Seeker, wr_zoomreticle, bool(entity thiswep))
- {
- // no weapon specific image for this weapon
- return false;
}
#endif