#ifdef SVQC
ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity arc_beam;
-.float arc_BUTTON_ATCK_prev; // for better animation control
+.bool arc_BUTTON_ATCK_prev; // for better animation control
.float beam_prev;
.float beam_initialized;
.float beam_bursting;
Arc_Player_SetHeat(self);
Arc_Smoke();
- if ( self.arc_overheat <= time )
- if(fire1 || fire2 || self.arc_beam.beam_bursting )
+ if (time >= self.arc_overheat)
+ if (fire1 || fire2 || self.arc_beam.beam_bursting)
{
if(self.arc_BUTTON_ATCK_prev)
if(!self.arc_BUTTON_ATCK_prev)
{
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- self.arc_BUTTON_ATCK_prev = 1;
+ self.arc_BUTTON_ATCK_prev = true;
}
}
}
return true;
}
- if(self.arc_BUTTON_ATCK_prev != 0)
+ if(self.arc_BUTTON_ATCK_prev)
{
sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
}
- self.arc_BUTTON_ATCK_prev = 0;
+ self.arc_BUTTON_ATCK_prev = false;
#if 0
if(fire2)