CLASS(Vortex, Weapon)
/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells);
/* impulse */ ATTRIB(Vortex, impulse, int, 7);
-/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL);
/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000);
/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
#endif
#ifdef IMPLEMENTATION
-REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
-REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
+//REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
+//REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
#if defined(GAMEQC)
float autocvar_g_weapon_charge_colormod_red_full;
METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
{
- if (!STAT(WEP_CVAR_vortex_charge, actor)) return '0 0 0';
+ if (!WEP_CVAR(vortex, charge)) return '0 0 0';
float charge = wepent.vortex_charge;
- float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit, actor);
+ float animlimit = WEP_CVAR(vortex, charge_animlimit);
vector g;
g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);