}
}
-void W_Shotgun_Attack2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Shotgun_Attack2(Weapon thiswep, entity actor, int fire)
{
sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
}
// alternate secondary weapon frames
-void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, int fire)
{
Weapon w = get_weaponinfo(actor.weapon);
if (!w.wr_checkammo2(w))
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, fire1, fire2);
+ w_ready(thiswep, actor, fire);
return;
}
W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound
weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
-void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, int fire)
{
Weapon w = get_weaponinfo(actor.weapon);
if (!w.wr_checkammo2(w))
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, fire1, fire2);
+ w_ready(thiswep, actor, fire);
return;
}
else
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
}
- METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, int fire))
{
if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
{
}
else
{
- if(fire1)
+ if(fire & 1)
{
if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
}
}
}
- else if(fire2 && WEP_CVAR(shotgun, secondary) == 2)
+ 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(actor.clip_load >= 0) // we are not currently reloading
if(!actor.crouch) // no crouchmelee please
if(WEP_CVAR(shotgun, secondary) == 1)
- if((fire1 && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || fire2)
+ if(((fire & 1) && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(shotgun, refire)))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...