#ifdef SVQC
-METHOD(PlasmaAttack, wr_think, void(entity thiswep, bool fire1, bool fire2)) {
- SELFPARAM();
- bool isPlayer = IS_PLAYER(self);
+METHOD(PlasmaAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
+ bool isPlayer = IS_PLAYER(actor);
if (fire1)
- if (!isPlayer || weapon_prepareattack(false, WEP_CVAR_PRI(electro, refire))) {
+ if (!isPlayer || weapon_prepareattack(actor, false, WEP_CVAR_PRI(electro, refire))) {
if (isPlayer) {
- turret_initparams(self);
- W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
- self.tur_shotdir_updated = w_shotdir;
- self.tur_shotorg = w_shotorg;
- self.tur_head = self;
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ turret_initparams(actor);
+ W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
+ actor.tur_shotdir_updated = w_shotdir;
+ actor.tur_shotorg = w_shotorg;
+ actor.tur_head = actor;
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
entity missile = turret_projectile(SND(HAGAR_FIRE), 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, true, true);
missile.missile_flags = MIF_SPLASH;
- Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+ Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
}
}