#pragma require "SEenergyblast.asc"
#pragma require "SEfirework.asc"
#pragma require "SEroller.asc"
#include "SEenergyblast.asc"
#include "SEfirework.asc"
#include "SEroller.asc"
se::DefaultWeaponHook weaponHook;
bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
return weaponHook.drawAmmo(player, canvas);
}
void onMain() {
weaponHook.processMain();
}
void onPlayer(jjPLAYER@ player) {
weaponHook.processPlayer(player);
}
void onPlayerInput(jjPLAYER@ player) {
weaponHook.processPlayerInput(player);
}
void onReceive(jjSTREAM &in packet, int clientID) {
weaponHook.processPacket(packet, clientID);
}
void onLevelLoad() {
se::energyBlast.loadAnims(jjAnimSets[ANIM::CUSTOM[0]]);
se::energyBlast.loadSamples(array<SOUND::Sample> = {SOUND::INTRO_BLOW});
se::energyBlast.setAsWeapon(5, weaponHook);
se::firework.loadAnims(jjAnimSets[ANIM::CUSTOM[1]]);
se::firework.loadSamples(array<SOUND::Sample> = {SOUND::INTRO_BOEM1, SOUND::INTRO_BOEM2});
se::firework.setAsWeapon(9, weaponHook);
se::roller.loadAnims(jjAnimSets[ANIM::CUSTOM[2]]);
se::roller.loadSamples(array<SOUND::Sample> = {SOUND::INTRO_BRAKE});
se::roller.setAsWeapon(4, weaponHook);
}