void M_Mage_Attack_Spike(vector dir);
void M_Mage_Attack_Push();
-METHOD(MageSpike, wr_think, void(MageSpike thiswep, bool fire1, bool fire2)) {
- SELFPARAM();
+METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, bool fire1, bool fire2)) {
if (fire1)
- if (!IS_PLAYER(self) || weapon_prepareattack(false, 0.2)) {
- if (!self.target_range) self.target_range = autocvar_g_monsters_target_range;
- self.enemy = Monster_FindTarget(self);
- W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
- if (!IS_PLAYER(self)) w_shotdir = normalize((self.enemy.origin + '0 0 10') - self.origin);
+ if (!IS_PLAYER(actor) || weapon_prepareattack(actor, false, 0.2)) {
+ if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
+ actor.enemy = Monster_FindTarget(actor);
+ W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
+ if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
M_Mage_Attack_Spike(w_shotdir);
- weapon_thinkf(WFRAME_FIRE1, 0, w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready);
}
if (fire2)
- if (!IS_PLAYER(self) || weapon_prepareattack(true, 0.5)) {
+ if (!IS_PLAYER(actor) || weapon_prepareattack(actor, true, 0.5)) {
M_Mage_Attack_Push();
- weapon_thinkf(WFRAME_FIRE2, 0, w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, 0, w_ready);
}
}
if(random() <= 0.7)
{
Weapon wep = WEP_MAGE_SPIKE;
- wep.wr_think(wep, false, true);
+ wep.wr_think(wep, self, false, true);
return true;
}
self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
self.anim_finished = time + 1;
Weapon wep = WEP_MAGE_SPIKE;
- wep.wr_think(wep, true, false);
+ wep.wr_think(wep, self, true, false);
return true;
}
}