#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
/* WEP_##id */ SHOTGUN,
-/* function */ w_shotgun,
+/* function */ W_Shotgun,
/* ammotype */ ammo_none,
/* impulse */ 2,
/* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED,
.float swing_prev;
.entity swing_alreadyhit;
-void shotgun_meleethink (void)
+void W_Shotgun_Melee_Think()
{
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
entity meleetemp;
meleetemp = spawn();
meleetemp.realowner = self;
- meleetemp.think = shotgun_meleethink;
+ meleetemp.think = W_Shotgun_Melee_Think;
meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
}
.float shotgun_primarytime;
-float w_shotgun(float req)
+float W_Shotgun(float req)
{
switch(req)
{
#endif
#ifdef CSQC
.float prevric;
-float w_shotgun(float req)
+float W_Shotgun(float req)
{
switch(req)
{