void M_Wyvern_Attack_Fireball_Explode();
void M_Wyvern_Attack_Fireball_Touch();
-METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, bool fire1, bool fire2)) {
- if (fire1)
+METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, int fire)) {
+ if (fire & 1)
if (time > actor.attack_finished_single || weapon_prepareattack(thiswep, actor, false, 1.2)) {
if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
if (IS_MONSTER(actor)) {
{
w_shotdir = normalize((self.enemy.origin + '0 0 10') - self.origin);
Weapon wep = WEP_WYVERN_ATTACK;
- wep.wr_think(wep, self, true, false);
+ wep.wr_think(wep, self, 1);
return true;
}
}