self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
-void W_MachineGun_Attack(Weapon thiswep, int deathtype)
+void W_MachineGun_Attack(Weapon thiswep, int deathtype, int slot)
{SELFPARAM();
W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
if(!autocvar_g_norecoil)
}
// this attack_finished just enforces a cooldown at the end of a burst
- ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+ ATTACK_FINISHED(self, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
if(self.misc_bulletcounter == 1)
fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0);
return;
}
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, slot);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
else
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
}
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(machinegun, first_refire) * W_WeaponRateFactor();
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
}
void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, int slot, int fire)
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
if(actor.misc_bulletcounter == 0)
{
- ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
+ weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
}
else
{
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
+ weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
}
}
if(WEP_CVAR(machinegun, mode) == 1)
{
if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, false, 0))
+ if(weapon_prepareattack(thiswep, actor, slot, false, 0))
{
actor.misc_bulletcounter = 0;
W_MachineGun_Attack_Auto(thiswep, actor, slot, fire);
}
if(fire & 2)
- if(weapon_prepareattack(thiswep, actor, true, 0))
+ if(weapon_prepareattack(thiswep, actor, slot, true, 0))
{
Weapon w = get_weaponinfo(actor.weapon);
if(!w.wr_checkammo2(w))
{
if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, false, 0))
+ if(weapon_prepareattack(thiswep, actor, slot, false, 0))
{
actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id); // sets attack_finished
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, slot); // sets attack_finished
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
if((fire & 2) && WEP_CVAR(machinegun, first))
- if(weapon_prepareattack(thiswep, actor, true, 0))
+ if(weapon_prepareattack(thiswep, actor, slot, true, 0))
{
actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, slot); // sets attack_finished
+ weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
}
}
}