missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
missile.event_damage = W_Arc_Bolt_Damage;
missile.damagedbycontents = true;
missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
missile.event_damage = W_Arc_Bolt_Damage;
missile.damagedbycontents = true;
settouch(missile, W_Arc_Bolt_Touch);
missile.use = W_Arc_Bolt_Explode_use;
settouch(missile, W_Arc_Bolt_Touch);
missile.use = W_Arc_Bolt_Explode_use;
-METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
+METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(WEP_CVAR(arc, beam_botaimspeed))
{
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
actor,
{
if(WEP_CVAR(arc, beam_botaimspeed))
{
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
actor,
WEP_CVAR(arc, beam_botaimspeed),
0,
WEP_CVAR(arc, beam_botaimlifetime),
WEP_CVAR(arc, beam_botaimspeed),
0,
WEP_CVAR(arc, beam_botaimlifetime),