]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Offhand: fix machinegun (still needs .clip_load > 0)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 2853d857d5af51524d047f91a71409cf7eaf5459..df5e88f69dd0084317cddee729863a9b45eb52b7 100644 (file)
@@ -84,7 +84,7 @@ const int ARC_SF_LOCALMASK =   14;
 #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;
@@ -662,8 +662,8 @@ void Arc_Smoke()
                        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)
@@ -685,7 +685,7 @@ void Arc_Smoke()
                                                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;
                                                }
                                        }
                                }
@@ -693,13 +693,13 @@ void Arc_Smoke()
                                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)