MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
-void W_Electro_CheckAttack(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Electro_CheckAttack(Weapon thiswep, entity actor, int fire)
{SELFPARAM();
if(self.electro_count > 1)
if(self.BUTTON_ATCK2)
return;
}
// WEAPONTODO: when the player releases the button, cut down the length of refire2?
- w_ready(thiswep, actor, fire1, fire2);
+ w_ready(thiswep, actor, fire);
}
.float bot_secondary_electromooth;
}
}
}
- METHOD(Electro, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(Electro, wr_think, void(entity thiswep, entity actor, int fire))
{
if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
{
}
}
- if(fire1)
+ if(fire & 1)
{
if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(electro, refire)))
{
weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
}
- else if(fire2)
+ else if(fire & 2)
{
if(time >= actor.electro_secondarytime)
if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(electro, refire)))