+#include "shotgun.qh"
#ifndef IMPLEMENTATION
CLASS(Shotgun, Weapon)
-/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells)
-/* impulse */ ATTRIB(Shotgun, impulse, int, 2)
-/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells);
+/* impulse */ ATTRIB(Shotgun, impulse, int, 2);
+/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
#endif
/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
#ifdef SVQC
spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
-void W_Shotgun_Attack(Weapon thiswep, float isprimary)
-{SELFPARAM();
- float sc;
- entity flash;
-
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(shotgun, ammo));
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
+{
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo));
- W_SetupShot(self, true, 5, SND(SHOTGUN_FIRE), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
- for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
- fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
+ W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+ for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
+ fireBullet(actor, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
// casing code
if(autocvar_g_casings >= 1)
- for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
- SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
+ //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
+ SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, actor, weaponentity);
+ }
// muzzle flash for 1st person view
- flash = spawn();
+ entity flash = spawn();
setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
- flash.think = SUB_Remove_self;
+ setthink(flash, SUB_Remove);
flash.nextthink = time + 0.06;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(self, flash, '5 0 0');
+ W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
}
.float swing_prev;
.entity swing_alreadyhit;
-void W_Shotgun_Melee_Think()
-{SELFPARAM();
+void W_Shotgun_Melee_Think(entity this)
+{
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
entity target_victim;
vector targpos;
- if(!self.cnt) // set start time of melee
+ if(!this.cnt) // set start time of melee
{
- self.cnt = time;
- W_PlayStrengthSound(self.realowner);
+ this.cnt = time;
+ W_PlayStrengthSound(this.realowner);
}
- makevectors(self.realowner.v_angle); // update values for v_* vectors
+ makevectors(this.realowner.v_angle); // update values for v_* vectors
// calculate swing percentage based on time
- meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor();
- swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
+ meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
+ swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
// check to see if we can still continue, otherwise give up now
- if(IS_DEAD(self.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
+ if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
{
- remove(self);
+ delete(this);
return;
}
// if okay, perform the traces needed for this frame
- for(i=self.swing_prev; i < f; ++i)
+ for(i=this.swing_prev; i < f; ++i)
{
swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
- targpos = (self.realowner.origin + self.realowner.view_ofs
+ targpos = (this.realowner.origin + this.realowner.view_ofs
+ (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
+ (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
+ (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
- WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self.realowner, ANTILAG_LATENCY(self.realowner));
+ WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ANTILAG_LATENCY(this.realowner));
// draw lightning beams for debugging
- //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
//te_customflash(targpos, 40, 2, '1 1 1');
is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
- if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+ if((trace_fraction < 1) // if trace is good, apply the damage and remove this
&& (trace_ent.takedamage == DAMAGE_AIM)
- && (trace_ent != self.swing_alreadyhit)
+ && (trace_ent != this.swing_alreadyhit)
&& (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
{
target_victim = trace_ent; // so it persists through other calls
else
swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
- //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
+ //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
- Damage(target_victim, self.realowner, self.realowner,
+ Damage(target_victim, this.realowner, this.realowner,
swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
- self.realowner.origin + self.realowner.view_ofs,
+ this.realowner.origin + this.realowner.view_ofs,
v_forward * WEP_CVAR_SEC(shotgun, force));
- if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
+ if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
// draw large red flash for debugging
//te_customflash(targpos, 200, 2, '15 0 0');
if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
{
- self.swing_alreadyhit = target_victim;
+ this.swing_alreadyhit = target_victim;
continue; // move along to next trace
}
else
{
- remove(self);
+ delete(this);
return;
}
}
}
- if(time >= self.cnt + meleetime)
+ if(time >= this.cnt + meleetime)
{
// melee is finished
- remove(self);
+ delete(this);
return;
}
else
{
// set up next frame
- self.swing_prev = i;
- self.nextthink = time;
+ this.swing_prev = i;
+ this.nextthink = time;
}
}
sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
- entity meleetemp = new(meleetemp);
- make_pure(meleetemp);
+ entity meleetemp = new_pure(meleetemp);
meleetemp.realowner = actor;
- meleetemp.think = W_Shotgun_Melee_Think;
- meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
- W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+ setthink(meleetemp, W_Shotgun_Melee_Think);
+ meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
+ W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
}
// alternate secondary weapon frames
void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if (!thiswep.wr_checkammo2(thiswep))
+ if (!thiswep.wr_checkammo2(thiswep, actor))
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
}
sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
- W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound
+ W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if (!thiswep.wr_checkammo2(thiswep))
+ if (!thiswep.wr_checkammo2(thiswep, actor))
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
return;
}
- W_Shotgun_Attack(WEP_SHOTGUN, false);
+ W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
-.float shotgun_primarytime;
+.float shotgun_primarytime[MAX_WEAPONSLOTS];
- METHOD(Shotgun, wr_aim, void(entity thiswep))
- {
- if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
- else
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
- }
- METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
- {
- // don't force reload an empty shotgun if its melee attack is active
- if(WEP_CVAR(shotgun, secondary) < 2) {
- thiswep.wr_reload(thiswep, actor, weaponentity);
- }
- }
- else
- {
- if(fire & 1)
- {
- if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
- {
- W_Shotgun_Attack(thiswep, true);
- actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
- }
- }
- }
- else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
- {
- if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
- {
- W_Shotgun_Attack(thiswep, false);
- actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
- }
- }
- }
- }
- if(actor.clip_load >= 0) // we are not currently reloading
- if(!actor.crouch) // no crouchmelee please
- if(WEP_CVAR(shotgun, secondary) == 1)
- if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
- {
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
- }
- }
- METHOD(Shotgun, wr_setup, void(entity thiswep))
- {
- self.ammo_field = ammo_none;
- }
- METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
- ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
- return ammo_amount;
- }
- METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
- {
- if(IS_BOT_CLIENT(self))
- if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
- return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
- switch(WEP_CVAR(shotgun, secondary))
- {
- case 1: return true; // melee does not use ammo
- case 2: // secondary triple shot
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
- ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
- return ammo_amount;
- }
- default: return false; // secondary unavailable
- }
- }
- METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
- }
- METHOD(Shotgun, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(Shotgun, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SHOTGUN_MURDER_SLAP;
- else
- return WEAPON_SHOTGUN_MURDER;
- }
+METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor))
+{
+ if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ else
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+}
+METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+ {
+ // don't force reload an empty shotgun if its melee attack is active
+ if(WEP_CVAR(shotgun, secondary) < 2) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ }
+ }
+ else
+ {
+ if(fire & 1)
+ {
+ int slot = weaponslot(weaponentity);
+ if(time >= actor.shotgun_primarytime[slot]) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
+ {
+ W_Shotgun_Attack(thiswep, actor, weaponentity, true);
+ actor.shotgun_primarytime[slot] = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+ }
+ }
+ }
+ else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
+ {
+ int slot = weaponslot(weaponentity);
+ if(time >= actor.shotgun_primarytime[slot]) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
+ {
+ W_Shotgun_Attack(thiswep, actor, weaponentity, false);
+ actor.shotgun_primarytime[slot] = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+ }
+ }
+ }
+ }
+ if(actor.clip_load >= 0) // we are not currently reloading
+ if(WEP_CVAR(shotgun, secondary) == 1)
+ if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
+ {
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+ }
+}
+METHOD(Shotgun, wr_setup, void(entity thiswep, entity actor))
+{
+ actor.ammo_field = ammo_none;
+}
+METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+ ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+ return ammo_amount;
+}
+METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ if(IS_BOT_CLIENT(actor))
+ if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
+ return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+ switch(WEP_CVAR(shotgun, secondary))
+ {
+ case 1: return true; // melee does not use ammo
+ case 2: // secondary triple shot
+ {
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+ ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+ return ammo_amount;
+ }
+ default: return false; // secondary unavailable
+ }
+}
+METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
+}
+METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SHOTGUN_MURDER_SLAP;
+ else
+ return WEAPON_SHOTGUN_MURDER;
+}
#endif
#ifdef CSQC
.float prevric;
- METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
- {
- vector org2 = w_org + w_backoff * 2;
- pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent && time - self.prevric > 0.25)
- {
- if(w_random < 0.05)
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
- self.prevric = time;
- }
- }
+METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ vector org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent && time - actor.prevric > 0.25)
+ {
+ if(w_random < 0.05)
+ sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+ actor.prevric = time;
+ }
+}
#endif
#endif