if (autocvar_g_casings >= 2) // casing code
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor);
- ATTACK_FINISHED(actor) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
}
METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
} else
{
if (fire & 1)
- if (weapon_prepareattack(thiswep, actor, false, 0))
+ if (weapon_prepareattack(thiswep, actor, slot, false, 0))
{
actor.misc_bulletcounter = 0;
W_HeavyMachineGun_Attack_Auto(thiswep, actor, slot, fire);