#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_arc() { weapon_defaultspawnfunc(WEP_ARC); }
+void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
float W_Arc_Beam_Send(entity to, float sf)
{
return TRUE;
}
-void W_Arc_Beam_Think()
+void W_Arc_Beam_Think(void)
{
+ print("W_Arc_Beam_Think();\n");
self.owner.lg_fire_prev = time;
if (self != self.owner.arc_beam)
{
remove(self);
+ print("W_Arc_Beam_Think(): EXPIRING BEAM #1\n");
return;
}
- if (self.owner.weaponentity.state != WS_INUSE || (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
+ if ((self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
{
if(self == self.owner.arc_beam)
self.owner.arc_beam = world;
remove(self);
+ print("W_Arc_Beam_Think(): EXPIRING BEAM #2\n");
return;
}
}
// Attack functions =========================
-void W_Arc_Attack1 (void)
+void W_Arc_Beam(void)
{
+ print("W_Arc_Beam();\n");
// only play fire sound if 0.5 sec has passed since player let go the fire button
if(time - self.lg_fire_prev > 0.5)
sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
}
case WR_THINK:
{
- if (self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
/*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
else*/
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
- if (weapon_prepareattack(0, 0))
+ if(weapon_prepareattack(0, 0))
{
if ((!self.arc_beam) || wasfreed(self.arc_beam))
- W_Arc_Attack1();
+ W_Arc_Beam();
if(!self.BUTTON_ATCK_prev)
{