return vecs;
}
-vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
+vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
{
string s;
if (visual)
return vecs;
}
-#define shotorg_adjust shotorg_adjust_values
/**
* supported formats:
#define G_SHOOTFROMFIXEDORIGIN autocvar_cl_shootfromfixedorigin
#endif
-vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
+vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn);
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
REPLICATE_INIT(int, cvar_cl_gunalign);
{
if(!arc_shotorigin[0])
{
- arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
- arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
- arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
- arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
+ vector vecs = CL_Weapon_GetShotOrg(WEP_ARC.m_id);
+ arc_shotorigin[0] = shotorg_adjust(vecs, false, false, 1);
+ arc_shotorigin[1] = shotorg_adjust(vecs, false, false, 2);
+ arc_shotorigin[2] = shotorg_adjust(vecs, false, false, 3);
+ arc_shotorigin[3] = shotorg_adjust(vecs, false, false, 4);
}
}
METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
Weapon w = WEP_HOOK;
w.wr_init(w);
- hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1);
- hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2);
- hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3);
- hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 4);
+ vector vecs = CL_Weapon_GetShotOrg(WEP_HOOK.m_id);
+ hook_shotorigin[0] = shotorg_adjust(vecs, false, false, 1);
+ hook_shotorigin[1] = shotorg_adjust(vecs, false, false, 2);
+ hook_shotorigin[2] = shotorg_adjust(vecs, false, false, 3);
+ hook_shotorigin[3] = shotorg_adjust(vecs, false, false, 4);
}
}
this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
}
-void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
+void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, int weapon_type, entity weapon_item, .entity weaponentity)
{
Weapon w = REGISTRY_GET(Weapons, weapon_type);
weapon_dropevent_item = weapon_item;
void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
-vector CL_Weapon_GetShotOrg(float wpn);
+vector CL_Weapon_GetShotOrg(int wpn);
bool weaponUseForbidden(entity player);
bool weaponLocked(entity player);
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity);
-void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity);
+void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, int weapon_type, entity weapon_item, .entity weaponentity);
void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);
bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime);
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
-void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
+void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime);
void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);