It implements Balance Council vote 18 "Keep secondary/offhand blaster default settings (including vaporizer, ok*) the same as vanilla blaster defaults"
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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 ""
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))
{
}
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);
}
}
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;
}
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) \
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))
{
}
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);
}
}
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) \
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))
{
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;
}
{
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);
}
}
- 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
{
// 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);
}
}
}
}
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);
}
}
}
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
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
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))
{
}
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);
}
}
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;
}
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) \
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))
{
}
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);
}
}
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) \
#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
(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
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;
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;
{
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);
}
}
{
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);
}
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
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;
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
}
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))
{
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;