Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
oknex.qc
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1#include "oknex.qh"
2
3#ifdef SVQC
4
6#endif
7
8#if defined(GAMEQC)
9
10METHOD(OverkillNex, wr_glow, vector(OverkillNex this, int actor_colors, entity wepent))
11{
12 if (!WEP_CVAR(WEP_OVERKILL_NEX, charge)) return '0 0 0';
13 float charge = max(0.25, wepent.oknex_charge);
14 float animlimit = WEP_CVAR(WEP_OVERKILL_NEX, charge_animlimit);
15 float f = min(1, charge / animlimit);
16 vector mycolors = colormapPaletteColor(actor_colors & 0x0F, true);
17 vector g = f * (mycolors * 0.3);
18 if (charge > animlimit)
19 {
20 f = (charge - animlimit) / (1 - animlimit);
21 g += f * (mycolors * 0.7);
22 }
23 // transition color can't be '0 0 0' as it defaults to player model glow color
24 if (g == '0 0 0')
25 g = '0 0 0.000001';
26 return g;
27}
28#endif
29
30#ifdef SVQC
32
34{
35 entity player = M_ARGV(0, entity);
36
37 // WEAPONTODO
38 if(!WEP_CVAR(WEP_OVERKILL_NEX, charge) || !WEP_CVAR(WEP_OVERKILL_NEX, charge_velocity_rate))
39 return;
40
41 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
42 {
43 .entity weaponentity = weaponentities[slot];
44
45 if (player.(weaponentity).m_weapon == WEP_OVERKILL_NEX && WEP_CVAR(WEP_OVERKILL_NEX, charge) && WEP_CVAR(WEP_OVERKILL_NEX, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(WEP_OVERKILL_NEX, charge_minspeed)))
46 {
47 float xyspeed = vlen(vec2(player.velocity));
48 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
49 xyspeed = min(xyspeed, WEP_CVAR(WEP_OVERKILL_NEX, charge_maxspeed));
50 float f = (xyspeed - WEP_CVAR(WEP_OVERKILL_NEX, charge_minspeed)) / (WEP_CVAR(WEP_OVERKILL_NEX, charge_maxspeed) - WEP_CVAR(WEP_OVERKILL_NEX, charge_minspeed));
51 // add the extra charge
52 player.(weaponentity).oknex_charge = min(1, player.(weaponentity).oknex_charge + WEP_CVAR(WEP_OVERKILL_NEX, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
53 }
54 }
55}
56
57void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
58{
59 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
60
61 mydmg = WEP_CVAR_BOTH(WEP_OVERKILL_NEX, !issecondary, damage);
62 myforce = WEP_CVAR_BOTH(WEP_OVERKILL_NEX, !issecondary, force);
63 mymindist = WEP_CVAR_BOTH(WEP_OVERKILL_NEX, !issecondary, damagefalloff_mindist);
64 mymaxdist = WEP_CVAR_BOTH(WEP_OVERKILL_NEX, !issecondary, damagefalloff_maxdist);
65 myhalflife = WEP_CVAR_BOTH(WEP_OVERKILL_NEX, !issecondary, damagefalloff_halflife);
66 myforcehalflife = WEP_CVAR_BOTH(WEP_OVERKILL_NEX, !issecondary, damagefalloff_forcehalflife);
67 myammo = WEP_CVAR_BOTH(WEP_OVERKILL_NEX, !issecondary, ammo);
68
69 float flying;
70 flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
71
72 if (WEP_CVAR(WEP_OVERKILL_NEX, charge))
73 {
74 charge = WEP_CVAR(WEP_OVERKILL_NEX, charge_mindmg) / mydmg + (1 - WEP_CVAR(WEP_OVERKILL_NEX, charge_mindmg) / mydmg) * actor.(weaponentity).oknex_charge;
75 actor.(weaponentity).oknex_charge *= WEP_CVAR(WEP_OVERKILL_NEX, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
76 // O RLY? -- divVerent
77 // YA RLY -- FruitieX
78 }
79 else
80 {
81 charge = 1;
82 }
83 mydmg *= charge;
84 myforce *= charge;
85
86 W_SetupShot(actor, weaponentity, true, 5, SND_OK_NEX_FIRE, CH_WEAPON_A, mydmg, thiswep.m_id);
87 if(charge > WEP_CVAR(WEP_OVERKILL_NEX, charge_animlimit) && WEP_CVAR(WEP_OVERKILL_NEX, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound
88 {
89 sound(actor, CH_WEAPON_B, SND_OK_NEX_CHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(WEP_OVERKILL_NEX, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(WEP_OVERKILL_NEX, charge_animlimit)), ATTN_NORM);
90 }
91
92 yoda = 0;
94 FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, true, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
95
96 if(yoda && flying)
97 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
98 if(impressive_hits && actor.oknex_lasthit)
99 {
100 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
101 impressive_hits = 0; // only every second time
102 }
103
104 actor.oknex_lasthit = impressive_hits;
105
106 //beam and muzzle flash done on client
107 SendCSQCVortexBeamParticle(actor, charge);
108
109 W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
110}
111
113
114METHOD(OverkillNex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
115{
116 if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true))
117 PHYS_INPUT_BUTTON_ATCK(actor) = true;
118 else
119 {
120 if(WEP_CVAR(WEP_OVERKILL_NEX, charge))
121 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
122 }
123}
124
125METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
126{
127 if (WEP_CVAR(WEP_OVERKILL_NEX, charge) && actor.(weaponentity).oknex_charge < WEP_CVAR(WEP_OVERKILL_NEX, charge_limit))
128 {
129 actor.(weaponentity).oknex_charge = min(1, actor.(weaponentity).oknex_charge + WEP_CVAR(WEP_OVERKILL_NEX, charge_rate) * frametime / W_TICSPERFRAME);
130 }
131
132 if (WEP_CVAR_SEC(WEP_OVERKILL_NEX, chargepool))
133 if (actor.(weaponentity).oknex_chargepool_ammo < 1)
134 {
135 if (actor.oknex_chargepool_pauseregen_finished < time)
136 actor.(weaponentity).oknex_chargepool_ammo = min(1, actor.(weaponentity).oknex_chargepool_ammo + WEP_CVAR_SEC(WEP_OVERKILL_NEX, chargepool_regen) * frametime / W_TICSPERFRAME);
137 actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(WEP_OVERKILL_NEX, chargepool_pause_regen));
138 }
139
140 if ((WEP_CVAR_SEC(WEP_OVERKILL_NEX, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
141 {
142 // Secondary uses it's own refire timer if refire_type is 1.
143 actor.jump_interval = time + WEP_CVAR_PRI(WEP_BLASTER, refire) * W_WeaponRateFactor(actor);
144 makevectors(actor.v_angle);
145 W_Blaster_Attack(actor, weaponentity);
146 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
147 (actor.(weaponentity).wframe == WFRAME_FIRE2))
148 {
149 // Set secondary fire animation.
150 actor.(weaponentity).wframe = WFRAME_FIRE2;
152 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
153 {
154 wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
155 }
156 ));
158 }
159 }
160
161 if (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(WEP_OVERKILL_NEX, ammo))
162 {
163 // Rorced reload
164 thiswep.wr_reload(thiswep, actor, weaponentity);
165 return;
166 }
167 if (fire & 1) // Primary attack
168 {
169 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_OVERKILL_NEX, refire)))
170 {
171 return;
172 }
173 W_OverkillNex_Attack(thiswep, actor, weaponentity, 0);
174 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_OVERKILL_NEX, animtime), w_ready);
175 return;
176 }
177 if ((fire & 2) && (WEP_CVAR(WEP_OVERKILL_NEX, secondary) == 2) && (WEP_CVAR_SEC(WEP_OVERKILL_NEX, refire_type) == 0))
178 {
179 // Secondary attack
180 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_PRI(WEP_BLASTER, refire)))
181 {
182 return;
183 }
184 makevectors(actor.v_angle);
185 W_Blaster_Attack(actor, weaponentity);
186 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_PRI(WEP_BLASTER, animtime), w_ready);
187 return;
188 }
189
190#if 0
191 if ((WEP_CVAR(WEP_OVERKILL_NEX, charge) && (WEP_CVAR(WEP_OVERKILL_NEX, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
192 {
193 if(WEP_CVAR(WEP_OVERKILL_NEX, charge))
194 {
195 actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(WEP_OVERKILL_NEX, charge_rot_pause);
196 float dt = frametime / W_TICSPERFRAME;
197
198 if(actor.(weaponentity).oknex_charge < 1)
199 {
200 if(WEP_CVAR_SEC(WEP_OVERKILL_NEX, chargepool))
201 {
202 if(WEP_CVAR_PRI(WEP_BLASTER, ammo))
203 {
204 // always deplete if secondary is held
205 actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_PRI(WEP_BLASTER, ammo) * dt);
206
207 dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(WEP_OVERKILL_NEX, charge_rate));
208 actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(WEP_OVERKILL_NEX, chargepool_pause_regen);
209 dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo);
210 dt = max(0, dt);
211
212 actor.(weaponentity).oknex_charge += dt * WEP_CVAR(WEP_OVERKILL_NEX, charge_rate);
213 }
214 }
215
216 else if(WEP_CVAR_PRI(WEP_BLASTER, ammo))
217 {
218 if(fire & 2) // only eat ammo when the button is pressed
219 {
220 dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(WEP_OVERKILL_NEX, charge_rate));
221 if(!(actor.items & IT_UNLIMITED_AMMO))
222 {
223 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
224 if(autocvar_g_balance_vortex_reload_ammo)
225 {
226 dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(WEP_OVERKILL_NEX, ammo)) / WEP_CVAR_PRI(WEP_BLASTER, ammo));
227 dt = max(0, dt);
228 if(dt > 0)
229 {
230 actor.(weaponentity).clip_load = max(WEP_CVAR_PRI(WEP_BLASTER, ammo), actor.(weaponentity).clip_load - WEP_CVAR_PRI(WEP_BLASTER, ammo) * dt);
231 }
232 actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
233 }
234 else
235 {
236 dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(WEP_OVERKILL_NEX, ammo)) / WEP_CVAR_PRI(WEP_BLASTER, ammo));
237 dt = max(0, dt);
238 if(dt > 0)
239 {
240 actor.(thiswep.ammo_field) = max(WEP_CVAR_PRI(WEP_BLASTER, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_PRI(WEP_BLASTER, ammo) * dt);
241 }
242 }
243 }
244 actor.(weaponentity).oknex_charge += dt * WEP_CVAR(WEP_OVERKILL_NEX, charge_rate);
245 }
246 }
247
248 else
249 {
250 dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(WEP_OVERKILL_NEX, charge_rate));
251 actor.(weaponentity).oknex_charge += dt * WEP_CVAR(WEP_OVERKILL_NEX, charge_rate);
252 }
253 }
254 }
255 else if(WEP_CVAR(WEP_OVERKILL_NEX, secondary))
256 {
257 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_BLASTER, refire)))
258 {
259 W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
260 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_BLASTER, animtime), w_ready);
261 }
262 }
263 }
264#endif
265}
266
267METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
268{
269 actor.oknex_lasthit = 0;
270}
271
272METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
273{
274 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_OVERKILL_NEX, ammo);
275 ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(WEP_OVERKILL_NEX, ammo));
276 return ammo_amount;
277}
278
279METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
280{
281 if (WEP_CVAR(WEP_OVERKILL_NEX, secondary))
282 {
283 // don't allow charging if we don't have enough ammo
284 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_BLASTER, ammo);
285 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(WEP_BLASTER, ammo);
286 return ammo_amount;
287 }
288 else
289 {
290 return false; // zoom is not a fire mode
291 }
292}
293
294METHOD(OverkillNex, wr_resetplayer, void(entity thiswep, entity actor))
295{
296 if (WEP_CVAR(WEP_OVERKILL_NEX, charge)) {
297 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
298 {
299 .entity weaponentity = weaponentities[slot];
300 actor.(weaponentity).oknex_charge = WEP_CVAR(WEP_OVERKILL_NEX, charge_start);
301 }
302 }
303 actor.oknex_lasthit = 0;
304}
305
306METHOD(OverkillNex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
307{
308 W_Reload(actor, weaponentity, WEP_CVAR_PRI(WEP_OVERKILL_NEX, ammo), SND_RELOAD);
309}
310
311METHOD(OverkillNex, wr_suicidemessage, Notification(entity thiswep))
312{
313 return WEAPON_THINKING_WITH_PORTALS;
314}
315
316METHOD(OverkillNex, wr_killmessage, Notification(entity thiswep))
317{
318 return WEAPON_OVERKILL_NEX_MURDER;
319}
320
321METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
322{
323 return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(WEP_OVERKILL_NEX, secondary);
324}
325
326#endif
327#ifdef CSQC
328
329METHOD(OverkillNex, wr_impacteffect, void(entity thiswep, entity actor))
330{
331 entity this = actor;
332 vector org2 = w_org + w_backoff * 2;
333 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
334 if(!w_issilent)
335 sound(this, CH_SHOTS, SND_OK_NEX_IMPACT, VOL_BASE, ATTN_NORM);
336}
337
338METHOD(OverkillNex, wr_init, void(entity thiswep))
339{
341 {
342 precache_pic("gfx/reticle_nex");
343 }
344}
345
346METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
347{
348 if(button_zoom || zoomscript_caught || (!WEP_CVAR(WEP_OVERKILL_NEX, secondary) && button_attack2))
349 {
350 return true;
351 }
352 else
353 {
354 // no weapon specific image for this weapon
355 return false;
356 }
357}
358
359METHOD(OverkillNex, wr_zoomdir, bool(entity thiswep))
360{
361 return button_attack2 && !WEP_CVAR(WEP_OVERKILL_NEX, secondary);
362}
363
364#endif
365#ifdef MENUQC
368
369METHOD(OverkillNex, describe, string(OverkillNex this))
370{
371 TC(OverkillNex, this);
373 PAR(_("The %s fires harmful beams of energy that traverse the map instantaneously and deal a significant chunk of damage on impact."), COLORED_NAME(this));
374 PAR(_("Like with all %s weapons, the secondary fire shoots a laser which doesn't damage or push enemies, but can be used to push yourself around."), COLORED_NAME(MUTATOR_ok));
375 PAR(_("The primary fire consumes %s ammo, although you spawn with an infinite amount of it in %s. "
376 "It has a limited magazine size, so needs reloading after several shots."), COLORED_NAME(ITEM_Cells), COLORED_NAME(MUTATOR_ok));
377 PAR(_("Since it is the only %s weapon with no spread, the %s stands out at long ranges."), COLORED_NAME(MUTATOR_ok), COLORED_NAME(this));
378 PAR(W_Guide_Keybinds(this));
379 PAR(W_Guide_DPS_onlyOne(this.netname, "primary"));
380 return PAGE_TEXT;
381}
382
383#endif
void animdecide_setaction(entity e, float action, float restart)
const int ANIMACTION_SHOOT
bool bot_aim(entity this,.entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity, bool shot_accurate)
#define REGISTER_MUTATOR(...)
Definition base.qh:295
#define MUTATOR_HOOKFUNCTION(...)
Definition base.qh:335
void W_Blaster_Attack(entity actor,.entity weaponentity)
Definition blaster.qc:54
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:44
int m_id
Definition weapon.qh:45
string netname
Definition powerups.qc:20
bool button_zoom
Definition main.qh:113
bool button_attack2
Definition main.qh:116
#define colormapPaletteColor(c, isPants)
Definition color.qh:5
#define COLORED_NAME(this)
Definition color.qh:195
const int IT_UNLIMITED_AMMO
Definition item.qh:23
#define M_ARGV(x, type)
Definition events.qh:17
bool IsFlying(entity this)
Definition player.qc:836
#define PHYS_INPUT_TIMELENGTH
Definition player.qh:254
#define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)
Definition player.qh:161
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition player.qh:150
#define PHYS_INPUT_BUTTON_ZOOM(s)
Definition player.qh:153
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition player.qh:152
float W_WeaponRateFactor(entity this)
bool autocvar_cl_reticle_weapon
Definition crosshair.qh:5
bool autocvar_cl_reticle
Definition crosshair.qh:3
float frametime
float time
const float ATTN_NORM
float yoda
Definition damage.qh:48
int impressive_hits
Definition damage.qh:49
vector w_org
vector w_backoff
float w_issilent
#define pointparticles(effect, org, vel, howmany)
Definition effect.qh:7
#define TC(T, sym)
Definition _all.inc:82
string precache_pic(string name,...)
float vlen(vector v)
float min(float f,...)
float max(float f,...)
#define LAMBDA(...)
Definition misc.qh:34
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1573
entity Notification
always last
Definition all.qh:81
float oknex_lasthit
Definition oknex.qc:5
float oknex_chargepool_pauseregen_finished
Definition oknex.qc:112
void W_OverkillNex_Attack(Weapon thiswep, entity actor,.entity weaponentity, float issecondary)
Definition oknex.qc:57
#define METHOD(cname, name, prototype)
Definition oo.qh:269
#define makevectors
Definition post.qh:21
vector
Definition self.qh:92
void GetPressedKeys(entity this)
Definition client.qc:1761
const float VOL_BASE
Definition sound.qh:36
const int CH_SHOTS
Definition sound.qh:14
const int CH_WEAPON_A
Definition sound.qh:7
#define sound(e, c, s, v, a)
Definition sound.qh:52
const int CH_WEAPON_B
Definition sound.qh:8
#define PAGE_TEXT
Definition string.qh:643
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
Definition string.qh:649
#define PAGE_TEXT_INIT()
Definition string.qh:642
float ammo
Definition sv_turrets.qh:43
void FireRailgunBullet(entity this,.entity weaponentity, vector start, vector end, float bdamage, bool headshot_notify, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
Definition tracing.qc:238
vector w_shotdir
Definition tracing.qh:20
vector w_shotorg
Definition tracing.qh:19
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition tracing.qh:34
#define IS_SPEC(v)
Definition utils.qh:10
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:50
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition vector.qh:8
#define vec2(...)
Definition vector.qh:90
float zoomscript_caught
Definition view.qh:121
void SendCSQCVortexBeamParticle(entity player, float charge)
Definition vortex.qc:38
string W_Guide_Keybinds(Weapon wep)
Definition all.qc:836
string W_Guide_DPS_onlyOne(string name, string fire)
Definition all.qc:926
#define WEP_CVAR_PRI(wep, name)
Definition all.qh:322
#define WEP_CVAR_BOTH(wep, isprimary, name)
Definition all.qh:324
WFRAME wframe
Definition all.qh:414
#define WEP_CVAR(wep, name)
Definition all.qh:321
#define WEP_CVAR_SEC(wep, name)
Definition all.qh:323
const int MAX_WEAPONSLOTS
Definition weapon.qh:16
int max_shot_distance
Definition weapon.qh:203
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
const int W_TICSPERFRAME
float weapon_load[REGISTRY_MAX(Weapons)]
float oknex_charge
Definition wepent.qh:8
int clip_load
Definition wepent.qh:14
float oknex_chargepool_ammo
Definition wepent.qh:9