.float silent;
float w_deathtype, w_issilent, w_random;
-string w_deathtypestring;
vector w_org, w_backoff;
float rifle_scope;
// Notification area (#4)
//
-string Weapon_SuicideMessage(float deathtype)
-{
- w_deathtype = deathtype;
- get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_SUICIDEMESSAGE);
- return w_deathtypestring;
-}
-
-string Weapon_KillMessage(float deathtype)
-{
- w_deathtype = deathtype;
- get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_KILLMESSAGE);
- return w_deathtypestring;
-}
-
void HUD_Notify_Push(string icon, string attacker, string victim)
{
if(icon != "")
float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
-float WR_SUICIDEMESSAGE = 7; // (CSQC) sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
-float WR_KILLMESSAGE = 8; // (CSQC) sets w_deathtypestring or leaves it alone
+float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details)
+float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details)
float WR_RELOAD = 9; // (SVQC) does not need to do anything
float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
void weapon_defaultspawnfunc(float wpn);
-string w_deathtypestring;
-
.vector dest1, dest2;
float gameover;
precache_sound("misc/typehit.wav");
}
else if(req == WR_SETUP)
- weapon_setup(WEP_PORTO);
- else if(req == WR_SUICIDEMESSAGE)
- {
- w_deathtypestring = "is a weirdo";
- }
- else if(req == WR_KILLMESSAGE)
{
- w_deathtypestring = "got killed by #'s black magic";
+ weapon_setup(WEP_PORTO);
}
// No need to check WR_CHECKAMMO* or WR_AIM, it should always return TRUE
return TRUE;
entity oldself;
oldself = self;
self = self.owner;
- //w_deathtypestring = "was phased out of existence";
FireImoBeam ( self.tur_shotorg,
self.tur_shotorg + self.tur_shotdir_updated * self.target_range,
'-1 -1 -1' * self.shot_radius,
entity e, t;
float d, r, i;
- //w_deathtypestring = "discoverd how a tesla coil works";
-
d = self.shot_dmg;
r = self.target_range;
e = spawn();
{
precache_sound("weapons/neximpact.wav");
}
- else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = _("%s is now thinking with portals");
- else if (req == WR_KILLMESSAGE)
- w_deathtypestring = _("%s has been vaporized by %s's minstanex");
return TRUE;
}
#endif
#ifdef CSQC
float w_tuba(float req)
{
- if(req == WR_IMPACTEFFECT)
- {
- // nothing to do here; particles of tuba are handled differently
- }
- else if(req == WR_PRECACHE)
- {
- // nothing to do
- }
-/*<<<<<<< HEAD
-=======
- else if (req == WR_SUICIDEMESSAGE)
- {
- float instr;
- instr = 0;
- if(w_deathtype & HITTYPE_SECONDARY)
- instr |= 1;
- if(w_deathtype & HITTYPE_BOUNCE)
- instr |= 2;
- switch(instr)
- {
- default:
- case 0: // Tuba
- w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Tuba");
- break;
- case 1: // Accordeon
- w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Accordeon");
- break;
- case 2: // Klein Bottle
- w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Klein Bottle");
- break;
- }
- }
- else if (req == WR_KILLMESSAGE)
- {
- float instr;
- instr = 0;
- if(w_deathtype & HITTYPE_SECONDARY)
- instr |= 1;
- if(w_deathtype & HITTYPE_BOUNCE)
- instr |= 2;
- switch(instr)
- {
- default:
- case 0: // Tuba
- w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Tuba");
- break;
- case 1: // Accordeon
- w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Accordeon");
- break;
- case 2: // Klein Bottle
- w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Klein Bottle");
- break;
- }
- }
->>>>>>> origin/master*/
+ // nothing to do here; particles of tuba are handled differently
+
return TRUE;
}
#endif