self.BUTTON_ATCK2 = true;
}
}
- METHOD(Vortex, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, int fire))
{
if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
w.wr_reload(w);
} else
{
- if(fire1)
+ if(fire & 1)
{
if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(vortex, refire)))
{
weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
}
}
- if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : fire2)
+ if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : (fire & 2))
{
if(WEP_CVAR(vortex, charge))
{
else if(WEP_CVAR_SEC(vortex, ammo))
{
- if(fire2) // only eat ammo when the button is pressed
+ if(fire & 2) // only eat ammo when the button is pressed
{
dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))