#define TURRET_FLAC_WEAPON_H
CLASS(FlacAttack, PortoLaunch)
-/* flags */ ATTRIB(FlacAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN);
+/* flags */ ATTRIB(FlacAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(FlacAttack, impulse, int, 5);
/* refname */ ATTRIB(FlacAttack, netname, string, "turret_flac");
-/* wepname */ ATTRIB(FlacAttack, message, string, _("FLAC"));
+/* wepname */ ATTRIB(FlacAttack, m_name, string, _("FLAC"));
ENDCLASS(FlacAttack)
REGISTER_WEAPON(FLAC, NEW(FlacAttack));
METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
bool isPlayer = IS_PLAYER(actor);
if (fire1)
- if (!isPlayer || weapon_prepareattack(actor, false, WEP_CVAR_PRI(electro, refire))) {
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(electro, refire))) {
if (isPlayer) {
turret_initparams(actor);
W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
turret_tag_fire_update();
- entity proj = turret_projectile(SND(HAGAR_FIRE), 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, true, true);
+ entity proj = turret_projectile(SND(HAGAR_FIRE), 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
proj.missile_flags = MIF_SPLASH | MIF_PROXY;
proj.think = turret_flac_projectile_think_explode;
proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);