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 | WEP_TYPE_MELEE_SEC);
+/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | 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");
// check to see if we can still continue, otherwise give up now
if(IS_DEAD(this.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
{
- remove(this);
+ delete(this);
return;
}
}
else
{
- remove(this);
+ delete(this);
return;
}
}
if(time >= this.cnt + meleetime)
{
// melee is finished
- remove(this);
+ delete(this);
return;
}
else
{
// fading/removal control
float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA);
- if(a < ALPHA_MIN_VISIBLE) { remove(this); }
+ if(a < ALPHA_MIN_VISIBLE) { delete(this); }
// WEAPONTODO: save this only once when creating the entity
vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));