void M_Mage_Attack_Spike(vector dir);
void M_Mage_Attack_Push();
-METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, bool fire1, bool fire2)) {
- if (fire1)
+METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, int slot, int fire)) {
+ if (fire & 1)
if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, false, 0.2)) {
if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
actor.enemy = Monster_FindTarget(actor);
M_Mage_Attack_Spike(w_shotdir);
weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready);
}
- if (fire2)
+ if (fire & 2)
if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, true, 0.5)) {
M_Mage_Attack_Push();
weapon_thinkf(actor, WFRAME_FIRE2, 0, w_ready);
if(random() <= 0.7)
{
Weapon wep = WEP_MAGE_SPIKE;
- wep.wr_think(wep, self, false, true);
+ wep.wr_think(wep, self, 0, 2);
return true;
}
self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
self.anim_finished = time + 1;
Weapon wep = WEP_MAGE_SPIKE;
- wep.wr_think(wep, self, true, false);
+ wep.wr_think(wep, self, 0, 1);
return true;
}
}