quake is always nice to see.
idTypeInfo* typeInfo;
weaponDef = GetWeaponDef( currentWeapon );
if ( !weaponDef ) {
Local.Error( "Weapon definition not found for weapon %d", currentWeapon ) ;
}
typeInfo = idClass::GetClass( weaponDef->dict.GetString( "weaponclass", "rvWeapon" ) );
if ( !typeInfo || !typeInfo->IsType( rvWeapon::GetClassType() ) )
{
Local.Error( "Invalid weapon class '%s' specified for weapon '%s'",
animPrefix.c_str(), weaponDef->dict.GetString ( "weaponclass", "rvWeapon" ) ); }
weapon = static_cast( typeInfo->CreateInstance() );
weapon->Init( this, weaponDef, currentWeapon, is STROGG );
weapon->CallSpawn( );
weapon->init(equip, weaponDef->lightninggun
VIOLENCE REQUIRED
LIGHTNING GUN ACQUIRED
FOR THE MAKRON
---
quake is always nice to see.
NOICEEE
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