// muzzle flash for 1st person view
flash = spawn();
- setmodel(flash, "models/uziflash.md3"); // precision set below
+ setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
flash.think = SUB_Remove;
flash.nextthink = time + 0.06;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
// alternate secondary weapon frames
void W_Shotgun_Attack3_Frame2()
{SELFPARAM();
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ if (!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
}
void W_Shotgun_Attack3_Frame1()
{SELFPARAM();
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ if (!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
.float shotgun_primarytime;
-float W_Shotgun(float req)
+float W_Shotgun(entity thiswep, float req)
{SELFPARAM();
float ammo_amount;
switch(req)
{
// don't force reload an empty shotgun if its melee attack is active
if(WEP_CVAR(shotgun, secondary) < 2)
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
}
else
{
}
case WR_INIT:
{
- precache_model("models/uziflash.md3");
- precache_model(W_Model("g_shotgun.md3"));
- precache_model(W_Model("v_shotgun.md3"));
- precache_model(W_Model("h_shotgun.iqm"));
precache_sound("misc/itempickup.wav");
precache_sound(W_Sound("shotgun_fire"));
precache_sound(W_Sound("shotgun_melee"));
#endif
#ifdef CSQC
.float prevric;
-float W_Shotgun(float req)
+float W_Shotgun(entity thiswep, float req)
{SELFPARAM();
switch(req)
{