arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
- ARC_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
}
#endif
#ifdef CSQC
precache_model("models/weapons/v_laser.md3");
precache_model("models/weapons/h_laser.iqm");
precache_sound("weapons/lasergun_fire.wav");
- BLASTER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
precache_sound ("weapons/crylink_fire.wav");
precache_sound ("weapons/crylink_fire2.wav");
precache_sound ("weapons/crylink_linkjoin.wav");
- CRYLINK_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
precache_sound("weapons/rocket_fire.wav");
precache_sound("weapons/rocket_mode.wav");
}
- DEVASTATOR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ DEVASTATOR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
precache_sound("weapons/electro_fire2.wav");
precache_sound("weapons/electro_impact.wav");
precache_sound("weapons/electro_impact_combo.wav");
- ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ ELECTRO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
precache_sound ("weapons/fireball_fire.wav");
precache_sound ("weapons/fireball_fire2.wav");
precache_sound ("weapons/fireball_prefire2.wav");
- FIREBALL_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
precache_sound ("weapons/hagar_fire.wav");
precache_sound ("weapons/hagar_load.wav");
precache_sound ("weapons/hagar_beep.wav");
- HAGAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
precache_model ("models/weapons/v_hlac.md3");
precache_model ("models/weapons/h_hlac.iqm");
precache_sound ("weapons/lasergun_fire.wav");
- HLAC_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
precache_sound ("weapons/hook_fire.wav");
precache_sound ("weapons/hookbomb_fire.wav");
- HOOK_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
precache_model ("models/weapons/v_uzi.md3");
precache_model ("models/weapons/h_uzi.iqm");
precache_sound ("weapons/uzi_fire.wav");
- MACHINEGUN_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
precache_sound ("weapons/mine_fire.wav");
precache_sound ("weapons/mine_stick.wav");
precache_sound ("weapons/mine_trigger.wav");
- MINELAYER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
precache_sound ("weapons/grenade_bounce6.wav");
precache_sound ("weapons/grenade_stick.wav");
precache_sound ("weapons/grenade_fire.wav");
- MORTAR_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
precache_sound ("porto/explode.wav");
precache_sound ("porto/fire.wav");
precache_sound ("porto/unsupported.wav");
- PORTO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
precache_model ("models/weapons/h_campingrifle.iqm");
precache_sound ("weapons/campingrifle_fire.wav");
precache_sound ("weapons/campingrifle_fire2.wav");
- RIFLE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
precache_sound ("weapons/tag_fire.wav");
precache_sound ("weapons/flac_fire.wav");
precache_sound ("weapons/seeker_fire.wav");
- SEEKER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
precache_sound("misc/itempickup.wav");
precache_sound("weapons/shockwave_fire.wav");
precache_sound("weapons/shockwave_melee.wav");
- SHOCKWAVE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
precache_sound ("misc/itempickup.wav");
precache_sound ("weapons/shotgun_fire.wav");
precache_sound ("weapons/shotgun_melee.wav");
- SHOTGUN_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
precache_model ("models/weapons/h_akordeon.iqm");
precache_model ("models/weapons/v_kleinbottle.md3");
precache_model ("models/weapons/h_kleinbottle.iqm");
- TUBA_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
precache_sound("weapons/nexwhoosh2.wav");
precache_sound("weapons/nexwhoosh3.wav");
//W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
- VAPORIZER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
precache_sound ("weapons/nexwhoosh1.wav");
precache_sound ("weapons/nexwhoosh2.wav");
precache_sound ("weapons/nexwhoosh3.wav");
- VORTEX_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
#define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
// set initialization values for weapon settings
-#define WEP_SKIPCVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
+#define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
#define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name;