if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
{
- int slot = weaponslot(weaponentity);
sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
+ ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
}
actor.(weaponentity).arc_BUTTON_ATCK_prev = false;