//ZOID void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent)) { int oldstate; // Make sure ent exists! if (!G_EntExists(ent)) return; if( ent->client->pers.pl_state < 1 || ent->client->resp.spectator ||(ctf->value && ent->client->resp.ctf_team < 1)) return; if (ent->client->newweapon) { ChangeWeapon(ent); return; } oldstate = ent->client->weaponstate; Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); // run the weapon frame again if hasted if (stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 && ent->client->weaponstate == WEAPON_FIRING) return; if ((CTFApplyHaste(ent) || (Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 && ent->client->weaponstate != WEAPON_FIRING)) && oldstate == ent->client->weaponstate) { Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); } if (rune_has_rune(ent, RUNE_HASTE)) { Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); } }
//WF ZOID void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent)) { int oldstate = ent->client->weaponstate; //WF ### Hentai ### if(ent->deadflag || ent->s.modelindex != 255) return; //WF ### Hentai ### rotation_adjust = 0; Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); // run the weapon frame again if hasted if(!stricmp(ent->client->pers.weapon->pickup_name, "Grapple") && ent->client->weaponstate == WEAPON_FIRING) return; if(fast_wep->value && (ent->client->weaponstate == WEAPON_ACTIVATING || ent->client->weaponstate == WEAPON_DROPPING)) { int i; for(i = 0; i < fast_wep->value; i++) if(oldstate == ent->client->weaponstate) Weapon_Generic2(ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); else break; return; } if((CTFApplyHaste(ent) || (!Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") && ent->client->weaponstate != WEAPON_FIRING)) && oldstate == ent->client->weaponstate) { rotation_adjust = 1; Weapon_Generic2(ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); } if(Rune_HasHaste(ent) && oldstate == ent->client->weaponstate) { rotation_adjust = 2; Weapon_Generic2(ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); } }
//ZOID void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent)) { int oldstate = ent->client->weaponstate; Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); // run the weapon frame again if hasted if (stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 && ent->client->weaponstate == WEAPON_FIRING) return; if ((CTFApplyHaste(ent) || (Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 && ent->client->weaponstate != WEAPON_FIRING)) && oldstate == ent->client->weaponstate) { Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); } }