-std=gmqcc \
-O3 -flno \
-Werror -fno-bail-on-werror -Wall \
-- -fftepp -fftepp-predefs -Wcpp -futf8 -frelaxed-switch \
- -fftepp -fftepp-predefs -Wcpp -futf8 -freturn-assignments \
+++ -fftepp -fftepp-predefs -Wcpp -futf8 -frelaxed-switch -freturn-assignments \
$(QCCFLAGS_WTFS) \
$(QCCFLAGS_FEATURES) \
$(QCCFLAGS_EXTRA) $(QCCFLAGS_WATERMARK)
dir = normalize(e.origin + e.view_ofs - self.origin);
if(accuracy_isgooddamage(self.realowner, e))
- - accuracy_add(self.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+ + accuracy_add(self.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
Damage(e, self, self.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
-- pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
++ Send_Effect("fireball_bfgdamage", e.origin, -1 * dir, 1);
}
}
self.punchangle_y = random() - 0.5;
}
- - fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
+ + fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
-- pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
++ Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
W_SetupShot(self, true, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
- - fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0);
+ + fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
-- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
++ Send_Effect("shotgun_muzzleflash", w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
// casing code
if(autocvar_g_casings >= 1)
// needs to be done so early because of the constants they create
static_init();
- - CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
++ CALL_ACCUMULATED_FUNCTION(RegisterEffects);
MapInfo_Enumerate();
MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
// needs to be done so early because of the constants they create
static_init();
- - CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
++ CALL_ACCUMULATED_FUNCTION(RegisterEffects);
ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));
// this... is ridiculous (TODO: fix!)
if(frag_attacker.buffs & BUFF_VAMPIRE.m_itemid)
if(!frag_target.vehicle)
- - if(DEATH_WEAPONOF(frag_deathtype) != WEP_ARC)
+ + if(DEATH_WEAPONOF(frag_deathtype) != WEP_ARC.m_id)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
if(frag_target.deadflag == DEAD_NO)
-- if(IS_PLAYER(frag_target) || (frag_target.flags & FL_MONSTER))
++ if(IS_PLAYER(frag_target) || IS_MONSTER(frag_target))
if(frag_attacker != frag_target)
if(!frag_target.frozen)
if(frag_target.takedamage)