void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, int slot, int fire)
{
W_Fireball_Attack1();
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
}
void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, int slot, int fire)
{
W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
}
void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, int slot, int fire)
{
W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
}
void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, int slot, int fire)
{
W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
}
void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, int slot, int fire)
{SELFPARAM();
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
sound(self, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
}
void W_Fireball_Firemine_Think(void)
if(fire & 1)
{
if(time >= actor.fireball_primarytime)
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(fireball, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(fireball, refire)))
{
W_Fireball_Attack1_Frame0(thiswep, actor, slot, fire);
actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
}
else if(fire & 2)
{
- if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(fireball, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(fireball, refire)))
{
W_Fireball_Attack2();
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
}
}
}