#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
/* WEP_##id */ ELECTRO,
-/* function */ w_electro,
+/* function */ W_Electro,
/* ammotype */ IT_CELLS,
/* impulse */ 5,
/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
#define ELECTRO_SETTINGS(w_cvar,w_prop) \
w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \
+ w_cvar(WEP_ELECTRO, electro, MO_BOTH, animtime) \
w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \
w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \
w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \
w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \
w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \
w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, damageforcescale) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, health) \
- w_cvar(WEP_ELECTRO, electro, MO_PRI, lifetime) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, secondary) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, spread) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, lifetime_min) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, lifetime_rand) \
+ w_cvar(WEP_ELECTRO, electro, MO_BOTH, spread) \
+ w_cvar(WEP_ELECTRO, electro, MO_BOTH, lifetime) \
+ w_cvar(WEP_ELECTRO, electro, MO_PRI, comboradius) \
+ w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncefactor) \
+ w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncestop) \
+ w_cvar(WEP_ELECTRO, electro, MO_SEC, count) \
+ w_cvar(WEP_ELECTRO, electro, MO_SEC, damageforcescale) \
+ w_cvar(WEP_ELECTRO, electro, MO_SEC, damagedbycontents) \
+ w_cvar(WEP_ELECTRO, electro, MO_SEC, health) \
+ w_cvar(WEP_ELECTRO, electro, MO_SEC, refire2) \
+ w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_up) \
+ w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_z) \
+ w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
+ w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
+ w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
+ w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \
+ w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \
+ w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \
+ w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \
+ w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \
w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \
w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \
w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \
w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop)
#ifdef SVQC
-//ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-var float autocvar_g_balance_electro_combo_comboradius_thruwall = 200;
+ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
void W_Plasma_TriggerCombo(vector org, float rad, entity own)
{
- entity e = WarpZone_FindRadius(org, rad, !autocvar_g_balance_electro_combo_comboradius_thruwall);
+ entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
while(e)
{
if(e.classname == "plasma")
if(
(trace_fraction == 1)
||
- (autocvar_g_balance_electro_combo_comboradius_thruwall >= vlen(e.WarpZone_findradius_dist))
+ (WEP_CVAR(electro, combo_comboradius_thruwall) >= vlen(e.WarpZone_findradius_dist))
)
{
e.realowner = own;
e.takedamage = DAMAGE_NO;
e.classname = "plasma_chain";
e.think = W_Plasma_Explode_Combo;
- e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
+ e.nextthink = time + vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed); // delay combo chains, looks cooler
}
}
e = e.chain;
RadiusDamage(
self,
self.realowner,
- autocvar_g_balance_electro_secondary_damage,
- autocvar_g_balance_electro_secondary_edgedamage,
- autocvar_g_balance_electro_secondary_radius,
+ WEP_CVAR_SEC(electro, damage),
+ WEP_CVAR_SEC(electro, edgedamage),
+ WEP_CVAR_SEC(electro, radius),
world,
world,
- autocvar_g_balance_electro_secondary_force,
+ WEP_CVAR_SEC(electro, force),
self.projectiledeathtype,
other
);
}
else
{
- W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
+ W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
RadiusDamage(
self,
self.realowner,
- autocvar_g_balance_electro_primary_damage,
- autocvar_g_balance_electro_primary_edgedamage,
- autocvar_g_balance_electro_primary_radius,
+ WEP_CVAR_PRI(electro, damage),
+ WEP_CVAR_PRI(electro, edgedamage),
+ WEP_CVAR_PRI(electro, radius),
world,
world,
- autocvar_g_balance_electro_primary_force,
+ WEP_CVAR_PRI(electro, force),
self.projectiledeathtype,
other
);
void W_Plasma_Explode_Combo(void)
{
- W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
+ W_Plasma_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
self.event_damage = func_null;
RadiusDamage(
self,
self.realowner,
- autocvar_g_balance_electro_combo_damage,
- autocvar_g_balance_electro_combo_edgedamage,
- autocvar_g_balance_electro_combo_radius,
+ WEP_CVAR(electro, combo_damage),
+ WEP_CVAR(electro, combo_edgedamage),
+ WEP_CVAR(electro, combo_radius),
world,
world,
- autocvar_g_balance_electro_combo_force,
+ WEP_CVAR(electro, combo_force),
WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
world
);
(
// bound the length, inflictor may be in a galaxy far far away (warpzones)
min(
- autocvar_g_balance_electro_combo_radius,
+ WEP_CVAR(electro, combo_radius),
vlen(self.origin - inflictor.origin)
)
/
// delay combo chains, looks cooler
- autocvar_g_balance_electro_combo_speed
+ WEP_CVAR(electro, combo_speed)
);
}
else
}
}
-void W_Electro_Attack()
+void W_Electro_Attack_Bolt(void)
{
entity proj;
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
+ W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
- W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage);
+ W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, damage));
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.classname = "plasma_prim";
proj.owner = proj.realowner = self;
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
+ proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
proj.use = W_Plasma_Explode;
proj.think = adaptor_think2use_hittype_splash;
- proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
+ proj.nextthink = time + WEP_CVAR_PRI(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO;
setorigin(proj, w_shotorg);
proj.movetype = MOVETYPE_FLY;
- W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
+ WEP_SETUPPROJVELOCITY_PRI(proj, electro);
proj.angles = vectoangles(proj.velocity);
proj.touch = W_Plasma_TouchExplode;
setsize(proj, '0 0 -3', '0 0 -3');
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
-void W_Electro_Attack2()
+void W_Electro_Attack_Orbs(void)
{
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
+ W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
- W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage);
+ W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, WEP_CVAR_SEC(electro, damage));
w_shotdir = v_forward; // no TrueAim for grenades please
proj.use = W_Plasma_Explode;
proj.think = adaptor_think2use_hittype_splash;
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
- proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
+ proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
+ proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
setorigin(proj, w_shotorg);
//proj.glow_size = 50;
//proj.glow_color = 45;
proj.movetype = MOVETYPE_BOUNCE;
- W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
+ WEP_SETUPPROJVELOCITY_UP_SEC(proj, electro);
proj.touch = W_Plasma_Touch;
setsize(proj, '0 0 -4', '0 0 -4');
proj.takedamage = DAMAGE_YES;
- proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
- proj.health = autocvar_g_balance_electro_secondary_health;
+ proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
+ proj.health = WEP_CVAR_SEC(electro, health);
proj.event_damage = W_Plasma_Damage;
proj.flags = FL_PROJECTILE;
- proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
+ proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
- proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
- proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
+ proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+ proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
proj.missile_flags = MIF_SPLASH | MIF_ARC;
#if 0
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
-void w_electro_checkattack()
+void W_Electro_CheckAttack()
{
if(self.electro_count > 1)
if(self.BUTTON_ATCK2)
if(weapon_prepareattack(1, -1))
{
- W_Electro_Attack2();
+ W_Electro_Attack_Orbs();
self.electro_count -= 1;
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
-
w_ready();
}
.float bot_secondary_electromooth;
-float w_electro(float req)
+float W_Electro(float req)
{
float ammo_amount;
switch(req)
{
case WR_AIM:
{
- self.BUTTON_ATCK=FALSE;
- self.BUTTON_ATCK2=FALSE;
+ self.BUTTON_ATCK = self.BUTTON_ATCK2 = FALSE;
if(vlen(self.origin-self.enemy.origin) > 1000)
self.bot_secondary_electromooth = 0;
if(self.bot_secondary_electromooth == 0)
{
float shoot;
- if(autocvar_g_balance_electro_primary_speed)
- shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
+ if(WEP_CVAR_PRI(electro, speed))
+ shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), FALSE);
else
shoot = bot_aim(1000000, 0, 0.001, FALSE);
}
else
{
- if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_mortar_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
+ if(bot_aim(WEP_CVAR_SEC(electro, speed), autocvar_g_balance_mortar_secondary_speed_up, WEP_CVAR_SEC(electro, lifetime), TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
{
self.BUTTON_ATCK2 = TRUE;
if(random() < 0.03) self.bot_secondary_electromooth = 0;
}
case WR_THINK:
{
- if(autocvar_g_balance_electro_reload_ammo) // forced reload
+ if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
{
ammo_amount = 0;
- if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
+ if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
ammo_amount = 1;
- if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
+ if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
ammo_amount += 1;
if(!ammo_amount)
}
if (self.BUTTON_ATCK)
{
- if(weapon_prepareattack(0, autocvar_g_balance_electro_primary_refire))
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
{
- W_Electro_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+ W_Electro_Attack_Bolt();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
}
else if(self.BUTTON_ATCK2)
{
- if (time >= self.electro_secondarytime)
- if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
+ if(time >= self.electro_secondarytime)
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
{
- W_Electro_Attack2();
- self.electro_count = autocvar_g_balance_electro_secondary_count;
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
- self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
+ W_Electro_Attack_Orbs();
+ self.electro_count = WEP_CVAR_SEC(electro, count);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+ self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
}
}
}
case WR_INIT:
{
- precache_model ("models/weapons/g_electro.md3");
- precache_model ("models/weapons/v_electro.md3");
- precache_model ("models/weapons/h_electro.iqm");
- precache_sound ("weapons/electro_bounce.wav");
- precache_sound ("weapons/electro_fire.wav");
- precache_sound ("weapons/electro_fire2.wav");
- precache_sound ("weapons/electro_impact.wav");
- precache_sound ("weapons/electro_impact_combo.wav");
+ precache_model("models/weapons/g_electro.md3");
+ precache_model("models/weapons/v_electro.md3");
+ precache_model("models/weapons/h_electro.iqm");
+ precache_sound("weapons/electro_bounce.wav");
+ precache_sound("weapons/electro_fire.wav");
+ precache_sound("weapons/electro_fire2.wav");
+ precache_sound("weapons/electro_impact.wav");
+ precache_sound("weapons/electro_impact_combo.wav");
+ ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
}
case WR_CHECKAMMO1:
{
- ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
+ ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
{
- if(autocvar_g_balance_electro_combo_safeammocheck) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
+ if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
{
- ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
+ ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
}
else
{
- ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
+ ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
}
return ammo_amount;
}
+ case WR_CONFIG:
+ {
+ ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
case WR_RESETPLAYER:
{
self.electro_secondarytime = time;
}
case WR_RELOAD:
{
- W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), "weapons/reload.wav");
+ W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE:
}
#endif
#ifdef CSQC
-float w_electro(float req)
+float W_Electro(float req)
{
switch(req)
{
#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
-#define WEP_SETUPPROJVELOCITY_UP_MO_NONE(ent,wepname,unused) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR(wepname, speed), WEP_CVAR(wepname, speed_up), WEP_CVAR(wepname, speed_z), WEP_CVAR(wepname, spread), FALSE)
-#define WEP_SETUPPROJVELOCITY_UP_MO_PRI(ent,wepname,unused) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), WEP_CVAR_PRI(wepname, speed_up), WEP_CVAR_PRI(wepname, speed_z), WEP_CVAR_PRI(wepname, spread), FALSE)
-#define WEP_SETUPPROJVELOCITY_UP_MO_SEC(ent,wepname,unused) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), WEP_CVAR_SEC(wepname, speed_up), WEP_CVAR_SEC(wepname, speed_z), WEP_CVAR_SEC(wepname, spread), FALSE)
-#define WEP_SETUPPROJVELOCITY_UP_MO_BOTH(ent,wepname,isprimary) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_BOTH(wepname, isprimary, speed), WEP_CVAR_BOTH(wepname, isprimary, speed_up), WEP_CVAR_BOTH(wepname, isprimary, speed_z), WEP_CVAR_BOTH(wepname, isprimary, spread), FALSE)
-#define WEP_SETUPPROJVELOCITY_UP(ent,wepname,mode,isprimary) WEP_SETUPPROJVELOCITY_UP_##mode(ent, wepname, isprimary)
-
-#define WEP_SETUPPROJVELOCITY_MO_NONE(ent,wepname,unused) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR(wepname, speed), 0, 0, WEP_CVAR(wepname, spread), FALSE)
-#define WEP_SETUPPROJVELOCITY_MO_PRI(ent,wepname,unused) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), 0, 0, WEP_CVAR_PRI(wepname, spread), FALSE)
-#define WEP_SETUPPROJVELOCITY_MO_SEC(ent,wepname,unused) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), 0, 0, WEP_CVAR_SEC(wepname, spread), FALSE)
-#define WEP_SETUPPROJVELOCITY_MO_BOTH(ent,wepname,isprimary) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_BOTH(wepname, isprimary, speed), 0, 0, WEP_CVAR_BOTH(wepname, isprimary, spread), FALSE)
-#define WEP_SETUPPROJVELOCITY(ent,wepname,mode,isprimary) WEP_SETUPPROJVELOCITY_##mode(ent, wepname, isprimary)
+#define WEP_SETUPPROJVELOCITY_UP_NONE(ent,wepname) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR(wepname, speed), WEP_CVAR(wepname, speed_up), WEP_CVAR(wepname, speed_z), WEP_CVAR(wepname, spread), FALSE)
+#define WEP_SETUPPROJVELOCITY_UP_PRI(ent,wepname) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), WEP_CVAR_PRI(wepname, speed_up), WEP_CVAR_PRI(wepname, speed_z), WEP_CVAR_PRI(wepname, spread), FALSE)
+#define WEP_SETUPPROJVELOCITY_UP_SEC(ent,wepname) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), WEP_CVAR_SEC(wepname, speed_up), WEP_CVAR_SEC(wepname, speed_z), WEP_CVAR_SEC(wepname, spread), FALSE)
+#define WEP_SETUPPROJVELOCITY_UP_BOTH(ent,wepname,isprimary) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_BOTH(wepname, isprimary, speed), WEP_CVAR_BOTH(wepname, isprimary, speed_up), WEP_CVAR_BOTH(wepname, isprimary, speed_z), WEP_CVAR_BOTH(wepname, isprimary, spread), FALSE)
+
+#define WEP_SETUPPROJVELOCITY_NONE(ent,wepname) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR(wepname, speed), 0, 0, WEP_CVAR(wepname, spread), FALSE)
+#define WEP_SETUPPROJVELOCITY_PRI(ent,wepname) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), 0, 0, WEP_CVAR_PRI(wepname, spread), FALSE)
+#define WEP_SETUPPROJVELOCITY_SEC(ent,wepname) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), 0, 0, WEP_CVAR_SEC(wepname, spread), FALSE)
+#define WEP_SETUPPROJVELOCITY_BOTH(ent,wepname,isprimary) W_SetupProjectileVelocityEx(ent, w_shotdir, v_up, WEP_CVAR_BOTH(wepname, isprimary, speed), 0, 0, WEP_CVAR_BOTH(wepname, isprimary, spread), FALSE)
// ====================
// Ballistics Tracing