float autocvar_g_vehicle_raptor_bomblet_force;
float autocvar_g_vehicle_raptor_bomblet_explode_delay;
-METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
+METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, int fire)) {
bool isPlayer = IS_PLAYER(actor);
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
// 1 [wait] 1 [wait] 2 [wait] 2 [wait] [wait]
float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
- if (fire1)
+ if (fire & 1)
if (weapon_prepareattack(thiswep, player, false, t)) {
if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
vector org = w_shotorg;
float autocvar_g_vehicle_raptor_bombs_refire;
void raptor_bombdrop();
-METHOD(RaptorBomb, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
+METHOD(RaptorBomb, wr_think, void(entity thiswep, entity actor, int fire)) {
bool isPlayer = IS_PLAYER(actor);
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
- if (fire2)
+ if (fire & 2)
if (!isPlayer || weapon_prepareattack(thiswep, player, true, autocvar_g_vehicle_raptor_bombs_refire)) {
if (veh) setself(veh);
raptor_bombdrop();
void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
void raptor_flare_touch();
-METHOD(RaptorFlare, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
+METHOD(RaptorFlare, wr_think, void(entity thiswep, entity actor, int fire)) {
bool isPlayer = IS_PLAYER(actor);
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
- if (fire2)
+ if (fire & 2)
if (!isPlayer || weapon_prepareattack(thiswep, player, true, autocvar_g_vehicle_raptor_flare_refire)) {
for(int i = 0; i < 3; ++i) {
entity _flare = spawn();