entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
if (fire1)
- if (weapon_prepareattack(player, false, autocvar_g_vehicle_racer_cannon_refire)) {
+ if (weapon_prepareattack(thiswep, player, false, autocvar_g_vehicle_racer_cannon_refire)) {
if (veh) {
veh.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
veh.wait = time;
weapon_thinkf(player, WFRAME_FIRE1, 0, w_ready);
}
if (fire2)
- if (!isPlayer || weapon_prepareattack(actor, false, 0.2)) {
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, false, 0.2)) {
if (isPlayer) W_SetupShot_Dir(actor, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
racer_fire_rocket(w_shotorg, w_shotdir, NULL);
weapon_thinkf(actor, WFRAME_FIRE2, 0, w_ready);