]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Make so that weapons using blaster as secondary attack load settings directly from...
authorterencehill <piuntn@gmail.com>
Mon, 12 Aug 2024 23:19:01 +0000 (01:19 +0200)
committerterencehill <piuntn@gmail.com>
Mon, 12 Aug 2024 23:19:01 +0000 (01:19 +0200)
It implements Balance Council vote 18 "Keep secondary/offhand blaster default settings (including vaporizer, ok*) the same as vanilla blaster defaults"

18 files changed:
bal-wep-mario.cfg
bal-wep-nexuiz25.cfg
bal-wep-samual.cfg
bal-wep-xdf.cfg
bal-wep-xonotic.cfg
qcsrc/common/mutators/mutator/overkill/okhmg.qc
qcsrc/common/mutators/mutator/overkill/okhmg.qh
qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
qcsrc/common/mutators/mutator/overkill/okmachinegun.qh
qcsrc/common/mutators/mutator/overkill/oknex.qc
qcsrc/common/mutators/mutator/overkill/oknex.qh
qcsrc/common/mutators/mutator/overkill/okrpc.qc
qcsrc/common/mutators/mutator/overkill/okrpc.qh
qcsrc/common/mutators/mutator/overkill/okshotgun.qc
qcsrc/common/mutators/mutator/overkill/okshotgun.qh
qcsrc/common/weapons/all.qh
qcsrc/common/weapons/weapon/blaster.qc
qcsrc/common/weapons/weapon/vaporizer.qc

index 2f3ac6cebc04b3ff9cb463e80adcc7c7c17e8d2f..ee46e5972968395dd041732b72cffae2448cec34 100644 (file)
@@ -464,19 +464,6 @@ set g_balance_vaporizer_primary_force 800
 set g_balance_vaporizer_primary_refire 1
 set g_balance_vaporizer_reload_ammo 0
 set g_balance_vaporizer_reload_time 0
-set g_balance_vaporizer_secondary_ammo 0
-set g_balance_vaporizer_secondary_animtime 0.2
-set g_balance_vaporizer_secondary_damage 25
-set g_balance_vaporizer_secondary_delay 0
-set g_balance_vaporizer_secondary_edgedamage 12.5
-set g_balance_vaporizer_secondary_force 480
-set g_balance_vaporizer_secondary_force_zscale 1
-set g_balance_vaporizer_secondary_lifetime 5
-set g_balance_vaporizer_secondary_radius 70
-set g_balance_vaporizer_secondary_refire 0.7
-set g_balance_vaporizer_secondary_shotangle 0
-set g_balance_vaporizer_secondary_speed 6000
-set g_balance_vaporizer_secondary_spread 0
 set g_balance_vaporizer_switchdelay_drop 0.2
 set g_balance_vaporizer_switchdelay_raise 0.2
 set g_balance_vaporizer_weaponreplace ""
@@ -829,20 +816,7 @@ set g_balance_okhmg_primary_spread_max 0.06
 set g_balance_okhmg_primary_spread_min 0.01
 set g_balance_okhmg_reload_ammo 120
 set g_balance_okhmg_reload_time 1
-set g_balance_okhmg_secondary_ammo 0
-set g_balance_okhmg_secondary_animtime 0.2
-set g_balance_okhmg_secondary_damage 25
-set g_balance_okhmg_secondary_delay 0
-set g_balance_okhmg_secondary_edgedamage 12.5
-set g_balance_okhmg_secondary_force 360
-set g_balance_okhmg_secondary_force_zscale 1
-set g_balance_okhmg_secondary_lifetime 5
-set g_balance_okhmg_secondary_radius 70
-set g_balance_okhmg_secondary_refire 0.7
 set g_balance_okhmg_secondary_refire_type 1
-set g_balance_okhmg_secondary_shotangle 0
-set g_balance_okhmg_secondary_speed 6000
-set g_balance_okhmg_secondary_spread 0
 set g_balance_okhmg_switchdelay_drop 0.2
 set g_balance_okhmg_switchdelay_raise 0.2
 set g_balance_okhmg_weaponreplace ""
@@ -865,19 +839,7 @@ set g_balance_okmachinegun_primary_spread_max 0.05
 set g_balance_okmachinegun_primary_spread_min 0
 set g_balance_okmachinegun_reload_ammo 30
 set g_balance_okmachinegun_reload_time 1.5
-set g_balance_okmachinegun_secondary_animtime 0.2
-set g_balance_okmachinegun_secondary_damage 25
-set g_balance_okmachinegun_secondary_delay 0
-set g_balance_okmachinegun_secondary_edgedamage 12.5
-set g_balance_okmachinegun_secondary_force 360
-set g_balance_okmachinegun_secondary_force_zscale 1
-set g_balance_okmachinegun_secondary_lifetime 5
-set g_balance_okmachinegun_secondary_radius 70
-set g_balance_okmachinegun_secondary_refire 0.7
 set g_balance_okmachinegun_secondary_refire_type 1
-set g_balance_okmachinegun_secondary_shotangle 0
-set g_balance_okmachinegun_secondary_speed 6000
-set g_balance_okmachinegun_secondary_spread 0
 set g_balance_okmachinegun_switchdelay_drop 0.2
 set g_balance_okmachinegun_switchdelay_raise 0.2
 set g_balance_okmachinegun_weaponreplace ""
@@ -910,27 +872,14 @@ set g_balance_oknex_primary_refire 1
 set g_balance_oknex_reload_ammo 50
 set g_balance_oknex_reload_time 2
 set g_balance_oknex_secondary 2
-set g_balance_oknex_secondary_ammo 0
-set g_balance_oknex_secondary_animtime 0.2
 set g_balance_oknex_secondary_chargepool 0
 set g_balance_oknex_secondary_chargepool_pause_regen 1
 set g_balance_oknex_secondary_chargepool_regen 0.15
-set g_balance_oknex_secondary_damage 25
 set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
 set g_balance_oknex_secondary_damagefalloff_halflife 0
 set g_balance_oknex_secondary_damagefalloff_maxdist 0
 set g_balance_oknex_secondary_damagefalloff_mindist 0
-set g_balance_oknex_secondary_delay 0
-set g_balance_oknex_secondary_edgedamage 12.5
-set g_balance_oknex_secondary_force 360
-set g_balance_oknex_secondary_force_zscale 1
-set g_balance_oknex_secondary_lifetime 5
-set g_balance_oknex_secondary_radius 70
-set g_balance_oknex_secondary_refire 0.7
 set g_balance_oknex_secondary_refire_type 1
-set g_balance_oknex_secondary_shotangle 0
-set g_balance_oknex_secondary_speed 6000
-set g_balance_oknex_secondary_spread 0
 set g_balance_oknex_switchdelay_drop 0.2
 set g_balance_oknex_switchdelay_raise 0.2
 set g_balance_oknex_weaponreplace ""
@@ -954,20 +903,7 @@ set g_balance_okrpc_primary_speed 2500
 set g_balance_okrpc_primary_speedaccel 5000
 set g_balance_okrpc_reload_ammo 10
 set g_balance_okrpc_reload_time 1
-set g_balance_okrpc_secondary_ammo 0
-set g_balance_okrpc_secondary_animtime 0.2
-set g_balance_okrpc_secondary_damage 25
-set g_balance_okrpc_secondary_delay 0
-set g_balance_okrpc_secondary_edgedamage 12.5
-set g_balance_okrpc_secondary_force 360
-set g_balance_okrpc_secondary_force_zscale 1
-set g_balance_okrpc_secondary_lifetime 5
-set g_balance_okrpc_secondary_radius 70
-set g_balance_okrpc_secondary_refire 0.7
 set g_balance_okrpc_secondary_refire_type 1
-set g_balance_okrpc_secondary_shotangle 0
-set g_balance_okrpc_secondary_speed 6000
-set g_balance_okrpc_secondary_spread 0
 set g_balance_okrpc_switchdelay_drop 0.2
 set g_balance_okrpc_switchdelay_raise 0.2
 set g_balance_okrpc_weaponreplace ""
@@ -993,19 +929,7 @@ set g_balance_okshotgun_primary_spread_pattern 0
 set g_balance_okshotgun_primary_spread_pattern_scale 0
 set g_balance_okshotgun_reload_ammo 24
 set g_balance_okshotgun_reload_time 2
-set g_balance_okshotgun_secondary_animtime 0.2
-set g_balance_okshotgun_secondary_damage 25
-set g_balance_okshotgun_secondary_delay 0
-set g_balance_okshotgun_secondary_edgedamage 12.5
-set g_balance_okshotgun_secondary_force 360
-set g_balance_okshotgun_secondary_force_zscale 1
-set g_balance_okshotgun_secondary_lifetime 5
-set g_balance_okshotgun_secondary_radius 70
-set g_balance_okshotgun_secondary_refire 0.7
 set g_balance_okshotgun_secondary_refire_type 1
-set g_balance_okshotgun_secondary_shotangle 0
-set g_balance_okshotgun_secondary_speed 6000
-set g_balance_okshotgun_secondary_spread 0
 set g_balance_okshotgun_switchdelay_drop 0.2
 set g_balance_okshotgun_switchdelay_raise 0.2
 set g_balance_okshotgun_weaponreplace ""
index 64f3b3a5d4476be1aec0051ce0eafd69ef1f3ce6..a480463cf12147f5b83970cd1119ca8b71391503 100644 (file)
@@ -464,19 +464,6 @@ set g_balance_vaporizer_primary_force 800
 set g_balance_vaporizer_primary_refire 1
 set g_balance_vaporizer_reload_ammo 0
 set g_balance_vaporizer_reload_time 0
-set g_balance_vaporizer_secondary_ammo 0
-set g_balance_vaporizer_secondary_animtime 0.2
-set g_balance_vaporizer_secondary_damage 25
-set g_balance_vaporizer_secondary_delay 0
-set g_balance_vaporizer_secondary_edgedamage 12.5
-set g_balance_vaporizer_secondary_force 400
-set g_balance_vaporizer_secondary_force_zscale 1
-set g_balance_vaporizer_secondary_lifetime 5
-set g_balance_vaporizer_secondary_radius 70
-set g_balance_vaporizer_secondary_refire 0.7
-set g_balance_vaporizer_secondary_shotangle 0
-set g_balance_vaporizer_secondary_speed 6000
-set g_balance_vaporizer_secondary_spread 0
 set g_balance_vaporizer_switchdelay_drop 0.15
 set g_balance_vaporizer_switchdelay_raise 0.15
 set g_balance_vaporizer_weaponreplace ""
@@ -829,20 +816,7 @@ set g_balance_okhmg_primary_spread_max 0.06
 set g_balance_okhmg_primary_spread_min 0.01
 set g_balance_okhmg_reload_ammo 120
 set g_balance_okhmg_reload_time 1
-set g_balance_okhmg_secondary_ammo 0
-set g_balance_okhmg_secondary_animtime 0.2
-set g_balance_okhmg_secondary_damage 25
-set g_balance_okhmg_secondary_delay 0
-set g_balance_okhmg_secondary_edgedamage 12.5
-set g_balance_okhmg_secondary_force 360
-set g_balance_okhmg_secondary_force_zscale 1
-set g_balance_okhmg_secondary_lifetime 5
-set g_balance_okhmg_secondary_radius 70
-set g_balance_okhmg_secondary_refire 0.7
 set g_balance_okhmg_secondary_refire_type 1
-set g_balance_okhmg_secondary_shotangle 0
-set g_balance_okhmg_secondary_speed 6000
-set g_balance_okhmg_secondary_spread 0
 set g_balance_okhmg_switchdelay_drop 0.2
 set g_balance_okhmg_switchdelay_raise 0.2
 set g_balance_okhmg_weaponreplace ""
@@ -865,19 +839,7 @@ set g_balance_okmachinegun_primary_spread_max 0.05
 set g_balance_okmachinegun_primary_spread_min 0
 set g_balance_okmachinegun_reload_ammo 30
 set g_balance_okmachinegun_reload_time 1.5
-set g_balance_okmachinegun_secondary_animtime 0.2
-set g_balance_okmachinegun_secondary_damage 25
-set g_balance_okmachinegun_secondary_delay 0
-set g_balance_okmachinegun_secondary_edgedamage 12.5
-set g_balance_okmachinegun_secondary_force 360
-set g_balance_okmachinegun_secondary_force_zscale 1
-set g_balance_okmachinegun_secondary_lifetime 5
-set g_balance_okmachinegun_secondary_radius 70
-set g_balance_okmachinegun_secondary_refire 0.7
 set g_balance_okmachinegun_secondary_refire_type 1
-set g_balance_okmachinegun_secondary_shotangle 0
-set g_balance_okmachinegun_secondary_speed 6000
-set g_balance_okmachinegun_secondary_spread 0
 set g_balance_okmachinegun_switchdelay_drop 0.2
 set g_balance_okmachinegun_switchdelay_raise 0.2
 set g_balance_okmachinegun_weaponreplace ""
@@ -910,27 +872,14 @@ set g_balance_oknex_primary_refire 1
 set g_balance_oknex_reload_ammo 50
 set g_balance_oknex_reload_time 2
 set g_balance_oknex_secondary 2
-set g_balance_oknex_secondary_ammo 0
-set g_balance_oknex_secondary_animtime 0.2
 set g_balance_oknex_secondary_chargepool 0
 set g_balance_oknex_secondary_chargepool_pause_regen 1
 set g_balance_oknex_secondary_chargepool_regen 0.15
-set g_balance_oknex_secondary_damage 25
 set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
 set g_balance_oknex_secondary_damagefalloff_halflife 0
 set g_balance_oknex_secondary_damagefalloff_maxdist 0
 set g_balance_oknex_secondary_damagefalloff_mindist 0
-set g_balance_oknex_secondary_delay 0
-set g_balance_oknex_secondary_edgedamage 12.5
-set g_balance_oknex_secondary_force 360
-set g_balance_oknex_secondary_force_zscale 1
-set g_balance_oknex_secondary_lifetime 5
-set g_balance_oknex_secondary_radius 70
-set g_balance_oknex_secondary_refire 0.7
 set g_balance_oknex_secondary_refire_type 1
-set g_balance_oknex_secondary_shotangle 0
-set g_balance_oknex_secondary_speed 6000
-set g_balance_oknex_secondary_spread 0
 set g_balance_oknex_switchdelay_drop 0.2
 set g_balance_oknex_switchdelay_raise 0.2
 set g_balance_oknex_weaponreplace ""
@@ -954,20 +903,7 @@ set g_balance_okrpc_primary_speed 2500
 set g_balance_okrpc_primary_speedaccel 5000
 set g_balance_okrpc_reload_ammo 10
 set g_balance_okrpc_reload_time 1
-set g_balance_okrpc_secondary_ammo 0
-set g_balance_okrpc_secondary_animtime 0.2
-set g_balance_okrpc_secondary_damage 25
-set g_balance_okrpc_secondary_delay 0
-set g_balance_okrpc_secondary_edgedamage 12.5
-set g_balance_okrpc_secondary_force 360
-set g_balance_okrpc_secondary_force_zscale 1
-set g_balance_okrpc_secondary_lifetime 5
-set g_balance_okrpc_secondary_radius 70
-set g_balance_okrpc_secondary_refire 0.7
 set g_balance_okrpc_secondary_refire_type 1
-set g_balance_okrpc_secondary_shotangle 0
-set g_balance_okrpc_secondary_speed 6000
-set g_balance_okrpc_secondary_spread 0
 set g_balance_okrpc_switchdelay_drop 0.2
 set g_balance_okrpc_switchdelay_raise 0.2
 set g_balance_okrpc_weaponreplace ""
@@ -993,19 +929,7 @@ set g_balance_okshotgun_primary_spread_pattern 0
 set g_balance_okshotgun_primary_spread_pattern_scale 0
 set g_balance_okshotgun_reload_ammo 24
 set g_balance_okshotgun_reload_time 2
-set g_balance_okshotgun_secondary_animtime 0.2
-set g_balance_okshotgun_secondary_damage 25
-set g_balance_okshotgun_secondary_delay 0
-set g_balance_okshotgun_secondary_edgedamage 12.5
-set g_balance_okshotgun_secondary_force 360
-set g_balance_okshotgun_secondary_force_zscale 1
-set g_balance_okshotgun_secondary_lifetime 5
-set g_balance_okshotgun_secondary_radius 70
-set g_balance_okshotgun_secondary_refire 0.7
 set g_balance_okshotgun_secondary_refire_type 1
-set g_balance_okshotgun_secondary_shotangle 0
-set g_balance_okshotgun_secondary_speed 6000
-set g_balance_okshotgun_secondary_spread 0
 set g_balance_okshotgun_switchdelay_drop 0.2
 set g_balance_okshotgun_switchdelay_raise 0.2
 set g_balance_okshotgun_weaponreplace ""
index d202f3af87c652c02444012f4cdb162f02f311ee..7bbd5709860baac57fee7283d9a95b3144d2d6a3 100644 (file)
@@ -464,19 +464,6 @@ set g_balance_vaporizer_primary_force 800
 set g_balance_vaporizer_primary_refire 1
 set g_balance_vaporizer_reload_ammo 0
 set g_balance_vaporizer_reload_time 0
-set g_balance_vaporizer_secondary_ammo 0
-set g_balance_vaporizer_secondary_animtime 0.2
-set g_balance_vaporizer_secondary_damage 25
-set g_balance_vaporizer_secondary_delay 0
-set g_balance_vaporizer_secondary_edgedamage 12.5
-set g_balance_vaporizer_secondary_force 400
-set g_balance_vaporizer_secondary_force_zscale 1
-set g_balance_vaporizer_secondary_lifetime 5
-set g_balance_vaporizer_secondary_radius 70
-set g_balance_vaporizer_secondary_refire 0.7
-set g_balance_vaporizer_secondary_shotangle 0
-set g_balance_vaporizer_secondary_speed 6000
-set g_balance_vaporizer_secondary_spread 0
 set g_balance_vaporizer_switchdelay_drop 0.2
 set g_balance_vaporizer_switchdelay_raise 0.2
 set g_balance_vaporizer_weaponreplace ""
@@ -829,20 +816,7 @@ set g_balance_okhmg_primary_spread_max 0.06
 set g_balance_okhmg_primary_spread_min 0.01
 set g_balance_okhmg_reload_ammo 120
 set g_balance_okhmg_reload_time 1
-set g_balance_okhmg_secondary_ammo 0
-set g_balance_okhmg_secondary_animtime 0.2
-set g_balance_okhmg_secondary_damage 25
-set g_balance_okhmg_secondary_delay 0
-set g_balance_okhmg_secondary_edgedamage 12.5
-set g_balance_okhmg_secondary_force 360
-set g_balance_okhmg_secondary_force_zscale 1
-set g_balance_okhmg_secondary_lifetime 5
-set g_balance_okhmg_secondary_radius 70
-set g_balance_okhmg_secondary_refire 0.7
 set g_balance_okhmg_secondary_refire_type 1
-set g_balance_okhmg_secondary_shotangle 0
-set g_balance_okhmg_secondary_speed 6000
-set g_balance_okhmg_secondary_spread 0
 set g_balance_okhmg_switchdelay_drop 0.2
 set g_balance_okhmg_switchdelay_raise 0.2
 set g_balance_okhmg_weaponreplace ""
@@ -865,19 +839,7 @@ set g_balance_okmachinegun_primary_spread_max 0.05
 set g_balance_okmachinegun_primary_spread_min 0
 set g_balance_okmachinegun_reload_ammo 30
 set g_balance_okmachinegun_reload_time 1.5
-set g_balance_okmachinegun_secondary_animtime 0.2
-set g_balance_okmachinegun_secondary_damage 25
-set g_balance_okmachinegun_secondary_delay 0
-set g_balance_okmachinegun_secondary_edgedamage 12.5
-set g_balance_okmachinegun_secondary_force 360
-set g_balance_okmachinegun_secondary_force_zscale 1
-set g_balance_okmachinegun_secondary_lifetime 5
-set g_balance_okmachinegun_secondary_radius 70
-set g_balance_okmachinegun_secondary_refire 0.7
 set g_balance_okmachinegun_secondary_refire_type 1
-set g_balance_okmachinegun_secondary_shotangle 0
-set g_balance_okmachinegun_secondary_speed 6000
-set g_balance_okmachinegun_secondary_spread 0
 set g_balance_okmachinegun_switchdelay_drop 0.2
 set g_balance_okmachinegun_switchdelay_raise 0.2
 set g_balance_okmachinegun_weaponreplace ""
@@ -910,27 +872,14 @@ set g_balance_oknex_primary_refire 1
 set g_balance_oknex_reload_ammo 50
 set g_balance_oknex_reload_time 2
 set g_balance_oknex_secondary 2
-set g_balance_oknex_secondary_ammo 0
-set g_balance_oknex_secondary_animtime 0.2
 set g_balance_oknex_secondary_chargepool 0
 set g_balance_oknex_secondary_chargepool_pause_regen 1
 set g_balance_oknex_secondary_chargepool_regen 0.15
-set g_balance_oknex_secondary_damage 25
 set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
 set g_balance_oknex_secondary_damagefalloff_halflife 0
 set g_balance_oknex_secondary_damagefalloff_maxdist 0
 set g_balance_oknex_secondary_damagefalloff_mindist 0
-set g_balance_oknex_secondary_delay 0
-set g_balance_oknex_secondary_edgedamage 12.5
-set g_balance_oknex_secondary_force 360
-set g_balance_oknex_secondary_force_zscale 1
-set g_balance_oknex_secondary_lifetime 5
-set g_balance_oknex_secondary_radius 70
-set g_balance_oknex_secondary_refire 0.7
 set g_balance_oknex_secondary_refire_type 1
-set g_balance_oknex_secondary_shotangle 0
-set g_balance_oknex_secondary_speed 6000
-set g_balance_oknex_secondary_spread 0
 set g_balance_oknex_switchdelay_drop 0.2
 set g_balance_oknex_switchdelay_raise 0.2
 set g_balance_oknex_weaponreplace ""
@@ -954,20 +903,7 @@ set g_balance_okrpc_primary_speed 2500
 set g_balance_okrpc_primary_speedaccel 5000
 set g_balance_okrpc_reload_ammo 10
 set g_balance_okrpc_reload_time 1
-set g_balance_okrpc_secondary_ammo 0
-set g_balance_okrpc_secondary_animtime 0.2
-set g_balance_okrpc_secondary_damage 25
-set g_balance_okrpc_secondary_delay 0
-set g_balance_okrpc_secondary_edgedamage 12.5
-set g_balance_okrpc_secondary_force 360
-set g_balance_okrpc_secondary_force_zscale 1
-set g_balance_okrpc_secondary_lifetime 5
-set g_balance_okrpc_secondary_radius 70
-set g_balance_okrpc_secondary_refire 0.7
 set g_balance_okrpc_secondary_refire_type 1
-set g_balance_okrpc_secondary_shotangle 0
-set g_balance_okrpc_secondary_speed 6000
-set g_balance_okrpc_secondary_spread 0
 set g_balance_okrpc_switchdelay_drop 0.2
 set g_balance_okrpc_switchdelay_raise 0.2
 set g_balance_okrpc_weaponreplace ""
@@ -993,19 +929,7 @@ set g_balance_okshotgun_primary_spread_pattern 0
 set g_balance_okshotgun_primary_spread_pattern_scale 0
 set g_balance_okshotgun_reload_ammo 24
 set g_balance_okshotgun_reload_time 2
-set g_balance_okshotgun_secondary_animtime 0.2
-set g_balance_okshotgun_secondary_damage 25
-set g_balance_okshotgun_secondary_delay 0
-set g_balance_okshotgun_secondary_edgedamage 12.5
-set g_balance_okshotgun_secondary_force 360
-set g_balance_okshotgun_secondary_force_zscale 1
-set g_balance_okshotgun_secondary_lifetime 5
-set g_balance_okshotgun_secondary_radius 70
-set g_balance_okshotgun_secondary_refire 0.7
 set g_balance_okshotgun_secondary_refire_type 1
-set g_balance_okshotgun_secondary_shotangle 0
-set g_balance_okshotgun_secondary_speed 6000
-set g_balance_okshotgun_secondary_spread 0
 set g_balance_okshotgun_switchdelay_drop 0.2
 set g_balance_okshotgun_switchdelay_raise 0.2
 set g_balance_okshotgun_weaponreplace ""
index c5c8ca4741bc7592e0312dc536b2a25293c607f6..d25439986aa46202a57ac648d9f921139f9c18a4 100644 (file)
@@ -464,19 +464,6 @@ set g_balance_vaporizer_primary_force 800
 set g_balance_vaporizer_primary_refire 1
 set g_balance_vaporizer_reload_ammo 0
 set g_balance_vaporizer_reload_time 0
-set g_balance_vaporizer_secondary_ammo 0
-set g_balance_vaporizer_secondary_animtime 0.2
-set g_balance_vaporizer_secondary_damage 25
-set g_balance_vaporizer_secondary_delay 0
-set g_balance_vaporizer_secondary_edgedamage 12.5
-set g_balance_vaporizer_secondary_force 480
-set g_balance_vaporizer_secondary_force_zscale 1
-set g_balance_vaporizer_secondary_lifetime 5
-set g_balance_vaporizer_secondary_radius 70
-set g_balance_vaporizer_secondary_refire 0.7
-set g_balance_vaporizer_secondary_shotangle 0
-set g_balance_vaporizer_secondary_speed 6000
-set g_balance_vaporizer_secondary_spread 0
 set g_balance_vaporizer_switchdelay_drop 0
 set g_balance_vaporizer_switchdelay_raise 0
 set g_balance_vaporizer_weaponreplace ""
@@ -829,20 +816,7 @@ set g_balance_okhmg_primary_spread_max 0.06
 set g_balance_okhmg_primary_spread_min 0.01
 set g_balance_okhmg_reload_ammo 120
 set g_balance_okhmg_reload_time 1
-set g_balance_okhmg_secondary_ammo 0
-set g_balance_okhmg_secondary_animtime 0.2
-set g_balance_okhmg_secondary_damage 25
-set g_balance_okhmg_secondary_delay 0
-set g_balance_okhmg_secondary_edgedamage 12.5
-set g_balance_okhmg_secondary_force 360
-set g_balance_okhmg_secondary_force_zscale 1
-set g_balance_okhmg_secondary_lifetime 5
-set g_balance_okhmg_secondary_radius 70
-set g_balance_okhmg_secondary_refire 0.7
 set g_balance_okhmg_secondary_refire_type 1
-set g_balance_okhmg_secondary_shotangle 0
-set g_balance_okhmg_secondary_speed 6000
-set g_balance_okhmg_secondary_spread 0
 set g_balance_okhmg_switchdelay_drop 0.2
 set g_balance_okhmg_switchdelay_raise 0.2
 set g_balance_okhmg_weaponreplace ""
@@ -865,19 +839,7 @@ set g_balance_okmachinegun_primary_spread_max 0.05
 set g_balance_okmachinegun_primary_spread_min 0
 set g_balance_okmachinegun_reload_ammo 30
 set g_balance_okmachinegun_reload_time 1.5
-set g_balance_okmachinegun_secondary_animtime 0.2
-set g_balance_okmachinegun_secondary_damage 25
-set g_balance_okmachinegun_secondary_delay 0
-set g_balance_okmachinegun_secondary_edgedamage 12.5
-set g_balance_okmachinegun_secondary_force 360
-set g_balance_okmachinegun_secondary_force_zscale 1
-set g_balance_okmachinegun_secondary_lifetime 5
-set g_balance_okmachinegun_secondary_radius 70
-set g_balance_okmachinegun_secondary_refire 0.7
 set g_balance_okmachinegun_secondary_refire_type 1
-set g_balance_okmachinegun_secondary_shotangle 0
-set g_balance_okmachinegun_secondary_speed 6000
-set g_balance_okmachinegun_secondary_spread 0
 set g_balance_okmachinegun_switchdelay_drop 0.2
 set g_balance_okmachinegun_switchdelay_raise 0.2
 set g_balance_okmachinegun_weaponreplace ""
@@ -910,27 +872,14 @@ set g_balance_oknex_primary_refire 1
 set g_balance_oknex_reload_ammo 50
 set g_balance_oknex_reload_time 2
 set g_balance_oknex_secondary 2
-set g_balance_oknex_secondary_ammo 0
-set g_balance_oknex_secondary_animtime 0.2
 set g_balance_oknex_secondary_chargepool 0
 set g_balance_oknex_secondary_chargepool_pause_regen 1
 set g_balance_oknex_secondary_chargepool_regen 0.15
-set g_balance_oknex_secondary_damage 25
 set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
 set g_balance_oknex_secondary_damagefalloff_halflife 0
 set g_balance_oknex_secondary_damagefalloff_maxdist 0
 set g_balance_oknex_secondary_damagefalloff_mindist 0
-set g_balance_oknex_secondary_delay 0
-set g_balance_oknex_secondary_edgedamage 12.5
-set g_balance_oknex_secondary_force 360
-set g_balance_oknex_secondary_force_zscale 1
-set g_balance_oknex_secondary_lifetime 5
-set g_balance_oknex_secondary_radius 70
-set g_balance_oknex_secondary_refire 0.7
 set g_balance_oknex_secondary_refire_type 1
-set g_balance_oknex_secondary_shotangle 0
-set g_balance_oknex_secondary_speed 6000
-set g_balance_oknex_secondary_spread 0
 set g_balance_oknex_switchdelay_drop 0.2
 set g_balance_oknex_switchdelay_raise 0.2
 set g_balance_oknex_weaponreplace ""
@@ -954,20 +903,7 @@ set g_balance_okrpc_primary_speed 2500
 set g_balance_okrpc_primary_speedaccel 5000
 set g_balance_okrpc_reload_ammo 10
 set g_balance_okrpc_reload_time 1
-set g_balance_okrpc_secondary_ammo 0
-set g_balance_okrpc_secondary_animtime 0.2
-set g_balance_okrpc_secondary_damage 25
-set g_balance_okrpc_secondary_delay 0
-set g_balance_okrpc_secondary_edgedamage 12.5
-set g_balance_okrpc_secondary_force 360
-set g_balance_okrpc_secondary_force_zscale 1
-set g_balance_okrpc_secondary_lifetime 5
-set g_balance_okrpc_secondary_radius 70
-set g_balance_okrpc_secondary_refire 0.7
 set g_balance_okrpc_secondary_refire_type 1
-set g_balance_okrpc_secondary_shotangle 0
-set g_balance_okrpc_secondary_speed 6000
-set g_balance_okrpc_secondary_spread 0
 set g_balance_okrpc_switchdelay_drop 0.2
 set g_balance_okrpc_switchdelay_raise 0.2
 set g_balance_okrpc_weaponreplace ""
@@ -993,19 +929,7 @@ set g_balance_okshotgun_primary_spread_pattern 0
 set g_balance_okshotgun_primary_spread_pattern_scale 0
 set g_balance_okshotgun_reload_ammo 24
 set g_balance_okshotgun_reload_time 2
-set g_balance_okshotgun_secondary_animtime 0.2
-set g_balance_okshotgun_secondary_damage 25
-set g_balance_okshotgun_secondary_delay 0
-set g_balance_okshotgun_secondary_edgedamage 12.5
-set g_balance_okshotgun_secondary_force 360
-set g_balance_okshotgun_secondary_force_zscale 1
-set g_balance_okshotgun_secondary_lifetime 5
-set g_balance_okshotgun_secondary_radius 70
-set g_balance_okshotgun_secondary_refire 0.7
 set g_balance_okshotgun_secondary_refire_type 1
-set g_balance_okshotgun_secondary_shotangle 0
-set g_balance_okshotgun_secondary_speed 6000
-set g_balance_okshotgun_secondary_spread 0
 set g_balance_okshotgun_switchdelay_drop 0.2
 set g_balance_okshotgun_switchdelay_raise 0.2
 set g_balance_okshotgun_weaponreplace ""
index bb61ad2f2207e496367452e49ca767c0a248bd5e..ac14eb5ba108c0cb732d676c3db15834369f8da4 100644 (file)
@@ -464,19 +464,6 @@ set g_balance_vaporizer_primary_force 800
 set g_balance_vaporizer_primary_refire 1
 set g_balance_vaporizer_reload_ammo 0
 set g_balance_vaporizer_reload_time 0
-set g_balance_vaporizer_secondary_ammo 0
-set g_balance_vaporizer_secondary_animtime 0.2
-set g_balance_vaporizer_secondary_damage 25
-set g_balance_vaporizer_secondary_delay 0
-set g_balance_vaporizer_secondary_edgedamage 12.5
-set g_balance_vaporizer_secondary_force 480
-set g_balance_vaporizer_secondary_force_zscale 1
-set g_balance_vaporizer_secondary_lifetime 5
-set g_balance_vaporizer_secondary_radius 70
-set g_balance_vaporizer_secondary_refire 0.7
-set g_balance_vaporizer_secondary_shotangle 0
-set g_balance_vaporizer_secondary_speed 6000
-set g_balance_vaporizer_secondary_spread 0
 set g_balance_vaporizer_switchdelay_drop 0.2
 set g_balance_vaporizer_switchdelay_raise 0.2
 set g_balance_vaporizer_weaponreplace ""
@@ -829,20 +816,7 @@ set g_balance_okhmg_primary_spread_max 0.06
 set g_balance_okhmg_primary_spread_min 0.01
 set g_balance_okhmg_reload_ammo 120
 set g_balance_okhmg_reload_time 1
-set g_balance_okhmg_secondary_ammo 0
-set g_balance_okhmg_secondary_animtime 0.2
-set g_balance_okhmg_secondary_damage 25
-set g_balance_okhmg_secondary_delay 0
-set g_balance_okhmg_secondary_edgedamage 12.5
-set g_balance_okhmg_secondary_force 360
-set g_balance_okhmg_secondary_force_zscale 1
-set g_balance_okhmg_secondary_lifetime 5
-set g_balance_okhmg_secondary_radius 70
-set g_balance_okhmg_secondary_refire 0.7
 set g_balance_okhmg_secondary_refire_type 1
-set g_balance_okhmg_secondary_shotangle 0
-set g_balance_okhmg_secondary_speed 6000
-set g_balance_okhmg_secondary_spread 0
 set g_balance_okhmg_switchdelay_drop 0.2
 set g_balance_okhmg_switchdelay_raise 0.2
 set g_balance_okhmg_weaponreplace ""
@@ -865,19 +839,7 @@ set g_balance_okmachinegun_primary_spread_max 0.05
 set g_balance_okmachinegun_primary_spread_min 0
 set g_balance_okmachinegun_reload_ammo 30
 set g_balance_okmachinegun_reload_time 1.5
-set g_balance_okmachinegun_secondary_animtime 0.2
-set g_balance_okmachinegun_secondary_damage 25
-set g_balance_okmachinegun_secondary_delay 0
-set g_balance_okmachinegun_secondary_edgedamage 12.5
-set g_balance_okmachinegun_secondary_force 360
-set g_balance_okmachinegun_secondary_force_zscale 1
-set g_balance_okmachinegun_secondary_lifetime 5
-set g_balance_okmachinegun_secondary_radius 70
-set g_balance_okmachinegun_secondary_refire 0.7
 set g_balance_okmachinegun_secondary_refire_type 1
-set g_balance_okmachinegun_secondary_shotangle 0
-set g_balance_okmachinegun_secondary_speed 6000
-set g_balance_okmachinegun_secondary_spread 0
 set g_balance_okmachinegun_switchdelay_drop 0.2
 set g_balance_okmachinegun_switchdelay_raise 0.2
 set g_balance_okmachinegun_weaponreplace ""
@@ -910,27 +872,14 @@ set g_balance_oknex_primary_refire 1
 set g_balance_oknex_reload_ammo 50
 set g_balance_oknex_reload_time 2
 set g_balance_oknex_secondary 2
-set g_balance_oknex_secondary_ammo 0
-set g_balance_oknex_secondary_animtime 0.2
 set g_balance_oknex_secondary_chargepool 0
 set g_balance_oknex_secondary_chargepool_pause_regen 1
 set g_balance_oknex_secondary_chargepool_regen 0.15
-set g_balance_oknex_secondary_damage 25
 set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
 set g_balance_oknex_secondary_damagefalloff_halflife 0
 set g_balance_oknex_secondary_damagefalloff_maxdist 0
 set g_balance_oknex_secondary_damagefalloff_mindist 0
-set g_balance_oknex_secondary_delay 0
-set g_balance_oknex_secondary_edgedamage 12.5
-set g_balance_oknex_secondary_force 360
-set g_balance_oknex_secondary_force_zscale 1
-set g_balance_oknex_secondary_lifetime 5
-set g_balance_oknex_secondary_radius 70
-set g_balance_oknex_secondary_refire 0.7
 set g_balance_oknex_secondary_refire_type 1
-set g_balance_oknex_secondary_shotangle 0
-set g_balance_oknex_secondary_speed 6000
-set g_balance_oknex_secondary_spread 0
 set g_balance_oknex_switchdelay_drop 0.2
 set g_balance_oknex_switchdelay_raise 0.2
 set g_balance_oknex_weaponreplace ""
@@ -954,20 +903,7 @@ set g_balance_okrpc_primary_speed 2500
 set g_balance_okrpc_primary_speedaccel 5000
 set g_balance_okrpc_reload_ammo 10
 set g_balance_okrpc_reload_time 1
-set g_balance_okrpc_secondary_ammo 0
-set g_balance_okrpc_secondary_animtime 0.2
-set g_balance_okrpc_secondary_damage 25
-set g_balance_okrpc_secondary_delay 0
-set g_balance_okrpc_secondary_edgedamage 12.5
-set g_balance_okrpc_secondary_force 360
-set g_balance_okrpc_secondary_force_zscale 1
-set g_balance_okrpc_secondary_lifetime 5
-set g_balance_okrpc_secondary_radius 70
-set g_balance_okrpc_secondary_refire 0.7
 set g_balance_okrpc_secondary_refire_type 1
-set g_balance_okrpc_secondary_shotangle 0
-set g_balance_okrpc_secondary_speed 6000
-set g_balance_okrpc_secondary_spread 0
 set g_balance_okrpc_switchdelay_drop 0.2
 set g_balance_okrpc_switchdelay_raise 0.2
 set g_balance_okrpc_weaponreplace ""
@@ -993,19 +929,7 @@ set g_balance_okshotgun_primary_spread_pattern 0
 set g_balance_okshotgun_primary_spread_pattern_scale 0
 set g_balance_okshotgun_reload_ammo 24
 set g_balance_okshotgun_reload_time 2
-set g_balance_okshotgun_secondary_animtime 0.2
-set g_balance_okshotgun_secondary_damage 25
-set g_balance_okshotgun_secondary_delay 0
-set g_balance_okshotgun_secondary_edgedamage 12.5
-set g_balance_okshotgun_secondary_force 360
-set g_balance_okshotgun_secondary_force_zscale 1
-set g_balance_okshotgun_secondary_lifetime 5
-set g_balance_okshotgun_secondary_radius 70
-set g_balance_okshotgun_secondary_refire 0.7
 set g_balance_okshotgun_secondary_refire_type 1
-set g_balance_okshotgun_secondary_shotangle 0
-set g_balance_okshotgun_secondary_speed 6000
-set g_balance_okshotgun_secondary_spread 0
 set g_balance_okshotgun_switchdelay_drop 0.2
 set g_balance_okshotgun_switchdelay_raise 0.2
 set g_balance_okshotgun_weaponreplace ""
index 0f4da664f898740f5525ef4e9e4c12b8303902e1..d40495ade72a31587b754511a446b79aa845152c 100644 (file)
@@ -63,9 +63,9 @@ METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .en
        if ((WEP_CVAR_SEC(WEP_OVERKILL_HMG, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
        {
                // Secondary uses it's own refire timer if refire_type is 1.
-               actor.jump_interval = time + WEP_CVAR_SEC(WEP_OVERKILL_HMG, refire) * W_WeaponRateFactor(actor);
+               actor.jump_interval = time + WEP_CVAR_SEC(WEP_BLASTER, refire) * W_WeaponRateFactor(actor);
                makevectors(actor.v_angle);
-               W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
                if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
@@ -98,13 +98,13 @@ METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .en
        }
        if ((fire & 2) && (WEP_CVAR_SEC(WEP_OVERKILL_HMG, refire_type) == 0)) // Secondary attack
        {
-               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(WEP_OVERKILL_HMG, refire)))
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(WEP_BLASTER, refire)))
                {
                        return;
                }
                makevectors(actor.v_angle);
-               W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_OVERKILL_HMG, animtime), w_ready);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_BLASTER, animtime), w_ready);
        }
 }
 
@@ -120,10 +120,10 @@ METHOD(OverkillHeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor
 
 METHOD(OverkillHeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_OVERKILL_HMG, ammo);
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_BLASTER, ammo);
        if (autocvar_g_balance_okhmg_reload_ammo)
        {
-               ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_SEC(WEP_OVERKILL_HMG, ammo);
+               ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_SEC(WEP_BLASTER, ammo);
        }
        return ammo_amount;
 }
index 46dcff4509107e8742f8fded9859c8b57573b7bb..dc812be314497927ea0c8021249eefd82a8918d8 100644 (file)
@@ -32,20 +32,7 @@ CLASS(OverkillHeavyMachineGun, Weapon)
                P(class, prefix, spread_add, float, PRI) \
                P(class, prefix, spread_max, float, PRI) \
                P(class, prefix, spread_min, float, PRI) \
-               P(class, prefix, ammo, float, SEC) \
-               P(class, prefix, animtime, float, SEC) \
-               P(class, prefix, damage, float, SEC) \
-               P(class, prefix, delay, float, SEC) \
-               P(class, prefix, edgedamage, float, SEC) \
-               P(class, prefix, force, float, SEC) \
-               P(class, prefix, force_zscale, float, SEC) \
-               P(class, prefix, lifetime, float, SEC) \
-               P(class, prefix, radius, float, SEC) \
-               P(class, prefix, refire, float, SEC) \
                P(class, prefix, refire_type, float, SEC) \
-               P(class, prefix, shotangle, float, SEC) \
-               P(class, prefix, speed, float, SEC) \
-               P(class, prefix, spread, float, SEC) \
                P(class, prefix, reload_ammo, float, NONE) \
                P(class, prefix, reload_time, float, NONE) \
                P(class, prefix, switchdelay_drop, float, NONE) \
index 0bcbc258cfa98c39af0fd6023c128c0f6a4f1fa7..341c4312506a4fb1d40c758fa17373d16e70b6b2 100644 (file)
@@ -67,9 +67,9 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity
        if ((WEP_CVAR_SEC(WEP_OVERKILL_MACHINEGUN, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
        {
                // Secondary uses it's own refire timer if refire_type is 1.
-               actor.jump_interval = time + WEP_CVAR_SEC(WEP_OVERKILL_MACHINEGUN, refire) * W_WeaponRateFactor(actor);
+               actor.jump_interval = time + WEP_CVAR_SEC(WEP_BLASTER, refire) * W_WeaponRateFactor(actor);
                makevectors(actor.v_angle);
-               W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
                if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
@@ -102,13 +102,13 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity
        }
        if ((fire & 2) && (WEP_CVAR_SEC(WEP_OVERKILL_MACHINEGUN, refire_type) == 0)) // Secondary attack
        {
-               if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_OVERKILL_MACHINEGUN, refire)))
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_BLASTER, refire)))
                {
                        return;
                }
                makevectors(actor.v_angle);
-               W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_OVERKILL_MACHINEGUN, animtime), w_ready);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_BLASTER, animtime), w_ready);
        }
 }
 
index 13d44033c21c78255628361cac47f9044275d418..742bc6076bde0c6ca936f6927d071eb57ff2f7d8 100644 (file)
@@ -29,19 +29,7 @@ CLASS(OverkillMachineGun, Weapon)
                P(class, prefix, spread_add, float, PRI) \
                P(class, prefix, spread_max, float, PRI) \
                P(class, prefix, spread_min, float, PRI) \
-               P(class, prefix, animtime, float, SEC) \
-               P(class, prefix, damage, float, SEC) \
-               P(class, prefix, delay, float, SEC) \
-               P(class, prefix, edgedamage, float, SEC) \
-               P(class, prefix, force, float, SEC) \
-               P(class, prefix, force_zscale, float, SEC) \
-               P(class, prefix, lifetime, float, SEC) \
-               P(class, prefix, radius, float, SEC) \
-               P(class, prefix, refire, float, SEC) \
                P(class, prefix, refire_type, float, SEC) \
-               P(class, prefix, shotangle, float, SEC) \
-               P(class, prefix, speed, float, SEC) \
-               P(class, prefix, spread, float, SEC) \
                P(class, prefix, damagefalloff_forcehalflife, float, NONE) \
                P(class, prefix, damagefalloff_halflife, float, NONE) \
                P(class, prefix, damagefalloff_maxdist, float, NONE) \
index 2a256aa2e707cdf14b38bec96d92170f1f93f44a..cd47fee2dc907ce72b1a7c9c081ecbb7f6555ab8 100644 (file)
@@ -140,9 +140,9 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
        if ((WEP_CVAR_SEC(WEP_OVERKILL_NEX, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
        {
                // Secondary uses it's own refire timer if refire_type is 1.
-               actor.jump_interval = time + WEP_CVAR_SEC(WEP_OVERKILL_NEX, refire) * W_WeaponRateFactor(actor);
+               actor.jump_interval = time + WEP_CVAR_SEC(WEP_BLASTER, refire) * W_WeaponRateFactor(actor);
                makevectors(actor.v_angle);
-               W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
                if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
@@ -177,13 +177,13 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
        if ((fire & 2) && (WEP_CVAR(WEP_OVERKILL_NEX, secondary) == 2) && (WEP_CVAR_SEC(WEP_OVERKILL_NEX, refire_type) == 0))
        {
                // Secondary attack
-               if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_OVERKILL_NEX, refire)))
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_BLASTER, refire)))
                {
                        return;
                }
                makevectors(actor.v_angle);
-               W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_OVERKILL_NEX, animtime), w_ready);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_BLASTER, animtime), w_ready);
                return;
        }
 
@@ -199,10 +199,10 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                        {
                                if(WEP_CVAR_SEC(WEP_OVERKILL_NEX, chargepool))
                                {
-                                       if(WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo))
+                                       if(WEP_CVAR_SEC(WEP_BLASTER, ammo))
                                        {
                                                // always deplete if secondary is held
-                                               actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo) * dt);
+                                               actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(WEP_BLASTER, ammo) * dt);
 
                                                dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(WEP_OVERKILL_NEX, charge_rate));
                                                actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(WEP_OVERKILL_NEX, chargepool_pause_regen);
@@ -213,7 +213,7 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                                        }
                                }
 
-                               else if(WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo))
+                               else if(WEP_CVAR_SEC(WEP_BLASTER, ammo))
                                {
                                        if(fire & 2) // only eat ammo when the button is pressed
                                        {
@@ -223,21 +223,21 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                                                        // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
                                                        if(autocvar_g_balance_vortex_reload_ammo)
                                                        {
-                                                               dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(WEP_OVERKILL_NEX, ammo)) / WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo));
+                                                               dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(WEP_OVERKILL_NEX, ammo)) / WEP_CVAR_SEC(WEP_BLASTER, ammo));
                                                                dt = max(0, dt);
                                                                if(dt > 0)
                                                                {
-                                                                       actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo) * dt);
+                                                                       actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(WEP_BLASTER, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(WEP_BLASTER, ammo) * dt);
                                                                }
                                                                actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
                                                        }
                                                        else
                                                        {
-                                                               dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(WEP_OVERKILL_NEX, ammo)) / WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo));
+                                                               dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(WEP_OVERKILL_NEX, ammo)) / WEP_CVAR_SEC(WEP_BLASTER, ammo));
                                                                dt = max(0, dt);
                                                                if(dt > 0)
                                                                {
-                                                                       actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo) * dt);
+                                                                       actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(WEP_BLASTER, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(WEP_BLASTER, ammo) * dt);
                                                                }
                                                        }
                                                }
@@ -254,10 +254,10 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                }
                else if(WEP_CVAR(WEP_OVERKILL_NEX, secondary))
                {
-                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(WEP_OVERKILL_NEX, refire)))
+                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(WEP_BLASTER, refire)))
                        {
                                W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
-                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(WEP_OVERKILL_NEX, animtime), w_ready);
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(WEP_BLASTER, animtime), w_ready);
                        }
                }
        }
@@ -281,8 +281,8 @@ METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity we
        if (WEP_CVAR(WEP_OVERKILL_NEX, secondary))
        {
                // don't allow charging if we don't have enough ammo
-               float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo);
-               ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_OVERKILL_NEX, ammo);
+               float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_BLASTER, ammo);
+               ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_BLASTER, ammo);
                return ammo_amount;
        }
        else
index 1890f47fcbae00e657dcd8430b1f26f0951c665f..327be735455214a986d35b17e870bab4b11151b3 100644 (file)
@@ -53,20 +53,7 @@ CLASS(OverkillNex, Weapon)
         P(class, prefix, weaponstart, float, NONE) \
         P(class, prefix, weaponstartoverride, float, NONE) \
         P(class, prefix, weaponthrowable, float, NONE) \
-               P(class, prefix, ammo, float, SEC) \
-               P(class, prefix, animtime, float, SEC) \
-               P(class, prefix, damage, float, SEC) \
-               P(class, prefix, delay, float, SEC) \
-               P(class, prefix, edgedamage, float, SEC) \
-               P(class, prefix, force, float, SEC) \
-               P(class, prefix, force_zscale, float, SEC) \
-               P(class, prefix, lifetime, float, SEC) \
-               P(class, prefix, radius, float, SEC) \
-               P(class, prefix, refire, float, SEC) \
                P(class, prefix, refire_type, float, SEC) \
-               P(class, prefix, shotangle, float, SEC) \
-               P(class, prefix, speed, float, SEC) \
-               P(class, prefix, spread, float, SEC) \
        END()
     W_PROPS(X, OverkillNex, oknex)
 #undef X
index ec9a30ff1dc7796abfffda96daa4481c570f2bf5..a4bbb3b6db526584d4a1770680c6d41d6842905a 100644 (file)
@@ -138,9 +138,9 @@ METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity ac
        if ((WEP_CVAR_SEC(WEP_OVERKILL_RPC, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
        {
                // Secondary uses it's own refire timer if refire_type is 1.
-               actor.jump_interval = time + WEP_CVAR_SEC(WEP_OVERKILL_RPC, refire) * W_WeaponRateFactor(actor);
+               actor.jump_interval = time + WEP_CVAR_SEC(WEP_BLASTER, refire) * W_WeaponRateFactor(actor);
                makevectors(actor.v_angle);
-               W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
                if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
@@ -173,13 +173,13 @@ METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity ac
        }
        if ((fire & 2) && (WEP_CVAR_SEC(WEP_OVERKILL_RPC, refire_type) == 0)) // Secondary attack
        {
-               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(WEP_OVERKILL_RPC, refire)))
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(WEP_BLASTER, refire)))
                {
                        return;
                }
                makevectors(actor.v_angle);
-               W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_OVERKILL_RPC, animtime), w_ready);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_BLASTER, animtime), w_ready);
        }
 }
 
@@ -192,8 +192,8 @@ METHOD(OverkillRocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, enti
 
 METHOD(OverkillRocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_OVERKILL_RPC, ammo);
-       ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_OVERKILL_RPC, ammo);
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_BLASTER, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_BLASTER, ammo);
        return ammo_amount;
 }
 
index c63db10f7b18b5a24cdfd4caaa16d55c88be87d7..2f4388d96d20ec53d575fd6ec153d7e5d8e875d1 100644 (file)
@@ -37,20 +37,7 @@ CLASS(OverkillRocketPropelledChainsaw, Weapon)
                P(class, prefix, refire, float, PRI) \
                P(class, prefix, speedaccel, float, PRI) \
                P(class, prefix, speed, float, PRI) \
-               P(class, prefix, ammo, float, SEC) \
-               P(class, prefix, animtime, float, SEC) \
-               P(class, prefix, damage, float, SEC) \
-               P(class, prefix, delay, float, SEC) \
-               P(class, prefix, edgedamage, float, SEC) \
-               P(class, prefix, force, float, SEC) \
-               P(class, prefix, force_zscale, float, SEC) \
-               P(class, prefix, lifetime, float, SEC) \
-               P(class, prefix, radius, float, SEC) \
-               P(class, prefix, refire, float, SEC) \
                P(class, prefix, refire_type, float, SEC) \
-               P(class, prefix, shotangle, float, SEC) \
-               P(class, prefix, speed, float, SEC) \
-               P(class, prefix, spread, float, SEC) \
                P(class, prefix, reload_ammo, float, NONE) \
                P(class, prefix, reload_time, float, NONE) \
                P(class, prefix, switchdelay_drop, float, NONE) \
index 139b7b41a34355b094737a17b4516acfd970449a..5678bf3edb1f29e694ef18216f369f5c869f0a23 100644 (file)
@@ -18,9 +18,9 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
        if ((WEP_CVAR_SEC(WEP_OVERKILL_SHOTGUN, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
        {
                // Secondary uses it's own refire timer if refire_type is 1.
-               actor.jump_interval = time + WEP_CVAR_SEC(WEP_OVERKILL_SHOTGUN, refire) * W_WeaponRateFactor(actor);
+               actor.jump_interval = time + WEP_CVAR_SEC(WEP_BLASTER, refire) * W_WeaponRateFactor(actor);
                makevectors(actor.v_angle);
-               W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
                if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
@@ -66,13 +66,13 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
        }
        if ((fire & 2) && (WEP_CVAR_SEC(WEP_OVERKILL_SHOTGUN, refire_type) == 0)) // Secondary attack
        {
-               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(WEP_OVERKILL_SHOTGUN, refire)))
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(WEP_BLASTER, refire)))
                {
                        return;
                }
                makevectors(actor.v_angle);
-               W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_OVERKILL_SHOTGUN, animtime), w_ready);
+               W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_BLASTER, animtime), w_ready);
        }
 }
 
index bf0f8e0f65376c38ad9ebe5ca7800c0ee8bbdac1..7dd68a7317d85cda075887a2a647fbfccc8c3984 100644 (file)
@@ -34,19 +34,7 @@ CLASS(OverkillShotgun, Weapon)
                P(class, prefix, spread, float, PRI) \
                P(class, prefix, spread_pattern, float, PRI) \
                P(class, prefix, spread_pattern_scale, float, PRI) \
-               P(class, prefix, animtime, float, SEC) \
-               P(class, prefix, damage, float, SEC) \
-               P(class, prefix, delay, float, SEC) \
-               P(class, prefix, edgedamage, float, SEC) \
-               P(class, prefix, force, float, SEC) \
-               P(class, prefix, force_zscale, float, SEC) \
-               P(class, prefix, lifetime, float, SEC) \
-               P(class, prefix, radius, float, SEC) \
-               P(class, prefix, refire, float, SEC) \
                P(class, prefix, refire_type, float, SEC) \
-               P(class, prefix, shotangle, float, SEC) \
-               P(class, prefix, speed, float, SEC) \
-               P(class, prefix, spread, float, SEC) \
                P(class, prefix, reload_ammo, float, NONE) \
                P(class, prefix, reload_time, float, NONE) \
                P(class, prefix, switchdelay_drop, float, NONE) \
index 04d658734b1a4f2d53f20fd9fba7d5e3bc7f539a..02f3ab0a23edb7b4b751a73711c02ea3ce7359cb 100644 (file)
@@ -38,8 +38,6 @@ STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPicku
 #define WepSet_FromWeapon(it) ((it).m_wepset)
 WepSet _WepSet_FromWeapon(int i);
 
-.entity real_weapon;
-
 #define DEFAULT_FILENAME "weapons_dump.cfg"
 // NOTE: dumpeffectinfo, dumpnotifs, dumpturrets and dumpweapons use similar code
 GENERIC_COMMAND(dumpweapons, "Dump all turrets into " DEFAULT_FILENAME, false) // WEAPONTODO: make this work with other progs than just server
index a76d9d4bb059a8daa69ff22a2c3443df33c0a367..922076f523ed1fc4dd622439ab33b27e4b18ab1a 100644 (file)
@@ -14,14 +14,14 @@ void W_Blaster_Touch(entity this, entity toucher)
                (this.origin + (this.mins + this.maxs) * 0.5),
                this.velocity,
                this.realowner,
-               WEP_CVAR_BOTH(this.real_weapon, isprimary, damage),
-               WEP_CVAR_BOTH(this.real_weapon, isprimary, edgedamage),
-               WEP_CVAR_BOTH(this.real_weapon, isprimary, radius),
+               WEP_CVAR_BOTH(WEP_BLASTER, isprimary, damage),
+               WEP_CVAR_BOTH(WEP_BLASTER, isprimary, edgedamage),
+               WEP_CVAR_BOTH(WEP_BLASTER, isprimary, radius),
                NULL,
                NULL,
                false,
-               WEP_CVAR_BOTH(this.real_weapon, isprimary, force),
-               WEP_CVAR_BOTH(this.real_weapon, isprimary, force_zscale),
+               WEP_CVAR_BOTH(WEP_BLASTER, isprimary, force),
+               WEP_CVAR_BOTH(WEP_BLASTER, isprimary, force_zscale),
                this.projectiledeathtype,
                this.weaponentity_fld,
                toucher
@@ -39,11 +39,7 @@ void W_Blaster_Think(entity this)
        CSQCProjectile(this, true, PROJECTILE_BLASTER, true);
 }
 
-void W_Blaster_Attack(
-       entity actor,
-       entity real_wpn,
-       .entity weaponentity,
-       float atk_deathtype)
+void W_Blaster_Attack(entity actor, .entity weaponentity, int atk_deathtype)
 {
        bool isprimary = !(atk_deathtype & HITTYPE_SECONDARY);
        float atk_shotangle_rad = WEP_CVAR_BOTH(WEP_BLASTER, isprimary, shotangle) * DEG2RAD;
@@ -54,7 +50,6 @@ void W_Blaster_Attack(
        W_MuzzleFlash(WEP_BLASTER, actor, weaponentity, w_shotorg, w_shotdir);
 
        entity missile = new(blasterbolt);
-       missile.real_weapon = real_wpn;
        missile.owner = missile.realowner = actor;
        missile.bot_dodge = true;
        missile.bot_dodgerating = atk_damage;
@@ -109,7 +104,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_BLASTER, refire)))
         {
-            W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id);
+            W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_BLASTER, animtime), w_ready);
         }
     }
@@ -128,7 +123,7 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_BLASTER, refire)))
                 {
-                    W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+                    W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_BLASTER, animtime), w_ready);
                 }
 
@@ -167,7 +162,7 @@ METHOD(OffhandBlaster, offhand_think, void(OffhandBlaster this, entity actor, bo
        actor.jump_interval = time + WEP_CVAR_SEC(WEP_BLASTER, refire) * W_WeaponRateFactor(actor);
        .entity weaponentity = weaponentities[1];
        makevectors(actor.v_angle);
-       W_Blaster_Attack(actor, this, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+       W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 }
 
 #endif
index dcc22344cbcff37ad804253490e5bed6cdce4586..633ed64e09d772f4eeffa352d8736de7773f8a1e 100644 (file)
@@ -249,13 +249,13 @@ METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentit
     if((actor.items & IT_UNLIMITED_AMMO) || GetResource(actor, thiswep.ammo_type) > 0)
         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false, true);
     else
-        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(WEP_VAPORIZER, speed), 0, WEP_CVAR_SEC(WEP_VAPORIZER, lifetime), false, true); // WEAPONTODO: replace with proper vaporizer cvars
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(WEP_BLASTER, speed), 0, WEP_CVAR_SEC(WEP_BLASTER, lifetime), false, true); // WEAPONTODO: replace with proper vaporizer cvars
 }
 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
     float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(WEP_VAPORIZER, ammo));
     // if the laser uses load, we also consider its ammo for reloading
-    if(WEP_CVAR(WEP_VAPORIZER, reload_ammo) && WEP_CVAR_SEC(WEP_VAPORIZER, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(WEP_VAPORIZER, ammo))) { // forced reload
+    if(WEP_CVAR(WEP_VAPORIZER, reload_ammo) && WEP_CVAR_SEC(WEP_BLASTER, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(WEP_BLASTER, ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
         actor.(weaponentity).hagar_load = false; // rocket minsta exclusive var
         return;
@@ -298,17 +298,17 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
         else if (actor.(weaponentity).jump_interval <= time)
         {
             // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
-            actor.(weaponentity).jump_interval = time + WEP_CVAR_SEC(WEP_VAPORIZER, refire) * W_WeaponRateFactor(actor);
+            actor.(weaponentity).jump_interval = time + WEP_CVAR_SEC(WEP_BLASTER, refire) * W_WeaponRateFactor(actor);
 
             // decrease ammo for the laser?
-            if(WEP_CVAR_SEC(WEP_VAPORIZER, ammo))
-                W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(WEP_VAPORIZER, ammo), weaponentity);
+            if(WEP_CVAR_SEC(WEP_BLASTER, ammo))
+                W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(WEP_BLASTER, ammo), weaponentity);
 
             makevectors(actor.v_angle);
-            W_Blaster_Attack(actor, thiswep, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
+            W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
 
             // now do normal refire
-            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_VAPORIZER, animtime), w_ready);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_BLASTER, animtime), w_ready);
         }
     }
     else
@@ -327,10 +327,10 @@ METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weap
 }
 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    if(!WEP_CVAR_SEC(WEP_VAPORIZER, ammo))
+    if(!WEP_CVAR_SEC(WEP_BLASTER, ammo))
         return true;
-    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_VAPORIZER, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_VAPORIZER, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_BLASTER, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_BLASTER, ammo);
     return ammo_amount;
 }
 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
@@ -341,8 +341,8 @@ METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponen
 {
     float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(WEP_VAPORIZER, ammo));
     float used_ammo;
-    if(WEP_CVAR_SEC(WEP_VAPORIZER, ammo))
-        used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(WEP_VAPORIZER, ammo));
+    if(WEP_CVAR_SEC(WEP_BLASTER, ammo))
+        used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(WEP_BLASTER, ammo));
     else
         used_ammo = vaporizer_ammo;