#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
+spawnfunc(weapon_arc) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
float W_Arc_Beam_Send(entity to, int sf)
{SELFPARAM();
);
}
}
- METHOD(Arc, wr_think, void(entity thiswep, bool fire1, bool fire2))
+ METHOD(Arc, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- SELFPARAM();
- Arc_Player_SetHeat(self);
+ Arc_Player_SetHeat(actor);
Arc_Smoke();
- if (time >= self.arc_overheat)
- if (fire1 || fire2 || self.arc_beam.beam_bursting)
+ if (time >= actor.arc_overheat)
+ if (fire1 || fire2 || actor.arc_beam.beam_bursting)
{
- if(self.arc_BUTTON_ATCK_prev)
+ if(actor.arc_BUTTON_ATCK_prev)
{
#if 0
- if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
- weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+ if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
+ weapon_thinkf(actor, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
else
#endif
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
}
- if((!self.arc_beam) || wasfreed(self.arc_beam))
+ if((!actor.arc_beam) || wasfreed(actor.arc_beam))
{
- if(weapon_prepareattack(fire2, 0))
+ if(weapon_prepareattack(thiswep, actor, fire2, 0))
{
W_Arc_Beam(fire2);
- if(!self.arc_BUTTON_ATCK_prev)
+ if(!actor.arc_BUTTON_ATCK_prev)
{
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- self.arc_BUTTON_ATCK_prev = true;
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ actor.arc_BUTTON_ATCK_prev = true;
}
}
}
return;
}
- if(self.arc_BUTTON_ATCK_prev)
+ if(actor.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();
+ sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ ATTACK_FINISHED(actor) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
}
- self.arc_BUTTON_ATCK_prev = false;
+ actor.arc_BUTTON_ATCK_prev = false;
#if 0
if(fire2)
- if(weapon_prepareattack(true, autocvar_g_balance_arc_secondary_refire))
+ if(weapon_prepareattack(thiswep, actor, true, autocvar_g_balance_arc_secondary_refire))
{
W_Arc_Attack2();
- self.arc_count = autocvar_g_balance_arc_secondary_count;
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
- self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+ actor.arc_count = autocvar_g_balance_arc_secondary_count;
+ weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+ actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
}
#endif
}