return;
}
- if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
+ if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_AMMO)) || (!StatusEffects_active(STATUSEFFECT_Superweapons, actor) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
- Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
- W_MachineGun_MuzzleFlash(actor, weaponentity);
- W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
if (autocvar_g_casings >= 2) // casing code
{
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);