(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
-- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
-- a = actor.(weaponentity).anim_fire2;
-- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
-- wframe_send(it, actor.(weaponentity), a, true);
++ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
-- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
-- a = actor.(weaponentity).anim_fire2;
-- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
-- wframe_send(it, actor.(weaponentity), a, true);
++ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
-- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
-- a = actor.(weaponentity).anim_fire2;
-- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
-- wframe_send(it, actor.(weaponentity), a, true);
++ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
-- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
-- a = actor.(weaponentity).anim_fire2;
-- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
-- wframe_send(it, actor.(weaponentity), a, true);
++ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
-- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
-- a = actor.(weaponentity).anim_fire2;
-- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
-- wframe_send(it, actor.(weaponentity), a, true);
++ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
-void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+
+ #ifdef SVQC
++void wframe_send(entity actor, entity weaponentity, int a, bool restartanim);
+ #endif
#endif