#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
+spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
void W_Crylink_CheckLinks(entity e)
{
vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(thiswep, WEP_CVAR_PRI(crylink, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(crylink, ammo));
maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(crylink, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(crylink, ammo));
maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
}
}
- METHOD(Crylink, wr_aim, bool(entity thiswep))
+ METHOD(Crylink, wr_aim, void(entity thiswep))
{
SELFPARAM();
if(random() < 0.10)
self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
-
- return true;
}
- METHOD(Crylink, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+ METHOD(Crylink, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- SELFPARAM();
- if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
- _WEP_ACTION(self.weapon, WR_RELOAD);
+ if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ }
if(fire1)
{
- if(self.crylink_waitrelease != 1)
- if(weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
+ if(actor.crylink_waitrelease != 1)
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(crylink, refire)))
{
W_Crylink_Attack(thiswep);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
}
}
if(fire2 && autocvar_g_balance_crylink_secondary)
{
- if(self.crylink_waitrelease != 2)
- if(weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
+ if(actor.crylink_waitrelease != 2)
+ if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(crylink, refire)))
{
W_Crylink_Attack2(thiswep);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
}
}
- if((self.crylink_waitrelease == 1 && !fire1) || (self.crylink_waitrelease == 2 && !fire2))
+ if((actor.crylink_waitrelease == 1 && !fire1) || (actor.crylink_waitrelease == 2 && !fire2))
{
- if(!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
+ if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
{
// fired and released now!
- if(self.crylink_lastgroup)
+ if(actor.crylink_lastgroup)
{
vector pos;
entity linkjoineffect;
- float isprimary = (self.crylink_waitrelease == 1);
+ float isprimary = (actor.crylink_waitrelease == 1);
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
+ pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
linkjoineffect = spawn();
linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
linkjoineffect.classname = "linkjoineffect";
linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
- linkjoineffect.owner = self;
+ linkjoineffect.owner = actor;
setorigin(linkjoineffect, pos);
}
- self.crylink_waitrelease = 0;
+ actor.crylink_waitrelease = 0;
if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
// ran out of ammo!
- self.cnt = WEP_CRYLINK.m_id;
- self.switchweapon = w_getbestweapon(self);
+ actor.cnt = WEP_CRYLINK.m_id;
+ actor.switchweapon = w_getbestweapon(actor);
}
}
}
-
- return true;
}
- METHOD(Crylink, wr_init, bool(entity thiswep))
+ METHOD(Crylink, wr_init, void(entity thiswep))
{
CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
METHOD(Crylink, wr_checkammo1, bool(entity thiswep))
{
ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
return ammo_amount;
}
- METHOD(Crylink, wr_config, bool(entity thiswep))
+ METHOD(Crylink, wr_config, void(entity thiswep))
{
CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- METHOD(Crylink, wr_reload, bool(entity thiswep))
+ METHOD(Crylink, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
}
- METHOD(Crylink, wr_suicidemessage, bool(entity thiswep))
+ METHOD(Crylink, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_CRYLINK_SUICIDE;
}
- METHOD(Crylink, wr_killmessage, bool(entity thiswep))
+ METHOD(Crylink, wr_killmessage, int(entity thiswep))
{
return WEAPON_CRYLINK_MURDER;
}
#endif
#ifdef CSQC
- METHOD(Crylink, wr_impacteffect, bool(entity thiswep))
+ METHOD(Crylink, wr_impacteffect, void(entity thiswep))
{
SELFPARAM();
vector org2;
if(!w_issilent)
sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
}
-
- return true;
- }
- METHOD(Crylink, wr_init, bool(entity thiswep))
- {
- return true;
- }
- METHOD(Crylink, wr_zoomreticle, bool(entity thiswep))
- {
- // no weapon specific image for this weapon
- return false;
}
#endif
#endif