#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
/* WEP_##id */ FIREBALL,
-/* function */ w_fireball,
+/* function */ W_Fireball,
/* ammotype */ ammo_none,
/* impulse */ 9,
/* flags */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
}
-void W_Firemine_Think()
+void W_Fireball_Firemine_Think()
{
if(time > self.pushltime)
{
self.nextthink = time + 0.1;
}
-void W_Firemine_Touch (void)
+void W_Fireball_Firemine_Touch (void)
{
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM)
proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
proj.movetype = MOVETYPE_BOUNCE;
proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
- proj.touch = W_Firemine_Touch;
+ proj.touch = W_Fireball_Firemine_Touch;
PROJECTILE_MAKETRIGGER(proj);
setsize(proj, '-4 -4 -4', '4 4 4');
setorigin(proj, w_shotorg);
- proj.think = W_Firemine_Think;
+ proj.think = W_Fireball_Firemine_Think;
proj.nextthink = time;
proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
-float w_fireball(float req)
+float W_Fireball(float req)
{
switch(req)
{
}
#endif
#ifdef CSQC
-float w_fireball(float req)
+float W_Fireball(float req)
{
switch(req)
{