// 1 [wait] 1 [wait] 2 [wait] 2 [wait] [wait]
float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
if (fire & 1)
- if (weapon_prepareattack(thiswep, player, false, t)) {
+ if (weapon_prepareattack(thiswep, player, slot, false, t)) {
if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
vector org = w_shotorg;
vector dir = w_shotdir;
org, normalize(dir + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
DEATH_VH_RAPT_CANNON.m_id, PROJECTILE_RAPTORCANNON, 0, true, true, player);
- weapon_thinkf(player, WFRAME_FIRE1, 0, w_ready);
+ weapon_thinkf(player, slot, WFRAME_FIRE1, 0, w_ready);
}
}
METHOD(RaptorCannon, wr_checkammo1, bool(RacerAttack thiswep)) {
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
if (fire & 2)
- if (!isPlayer || weapon_prepareattack(thiswep, player, true, autocvar_g_vehicle_raptor_bombs_refire)) {
+ if (!isPlayer || weapon_prepareattack(thiswep, player, slot, true, autocvar_g_vehicle_raptor_bombs_refire)) {
if (veh) setself(veh);
raptor_bombdrop();
- weapon_thinkf(player, WFRAME_FIRE2, 0, w_ready);
+ weapon_thinkf(player, slot, WFRAME_FIRE2, 0, w_ready);
}
}
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
if (fire & 2)
- if (!isPlayer || weapon_prepareattack(thiswep, player, true, autocvar_g_vehicle_raptor_flare_refire)) {
+ if (!isPlayer || weapon_prepareattack(thiswep, player, slot, true, autocvar_g_vehicle_raptor_flare_refire)) {
for(int i = 0; i < 3; ++i) {
entity _flare = spawn();
setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
_flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
_flare.touch = raptor_flare_touch;
}
- weapon_thinkf(player, WFRAME_FIRE2, 0, w_ready);
+ weapon_thinkf(player, slot, WFRAME_FIRE2, 0, w_ready);
}
}