CLASS(Shockwave, Weapon)
/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none)
/* impulse */ ATTRIB(Shockwave, impulse, int, 2)
-/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED);
+/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED | WEP_TYPE_MELEE_SEC);
/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
if(lag)
{
FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_takeback(it, CS(it), time - lag));
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
- if (it != actor)
- antilag_takeback(it, it, time - lag);
+ IL_EACH(g_monsters, it != actor,
+ {
+ antilag_takeback(it, it, time - lag);
});
}
if(lag)
{
FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_restore(it, CS(it)));
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
- if (it != actor)
- antilag_restore(it, it);
+ IL_EACH(g_monsters, it != actor,
+ {
+ antilag_restore(it, it);
});
}
}
entity shockwave;
shockwave = spawn();
shockwave.draw = Draw_Shockwave;
+ IL_PUSH(g_drawables, shockwave);
shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();