vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(thiswep, WEP_CVAR_PRI(crylink, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(crylink, ammo));
maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(crylink, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(crylink, ammo));
maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
}
- METHOD(Crylink, wr_think, void(entity thiswep, bool fire1, bool fire2))
+ METHOD(Crylink, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- SELFPARAM();
- if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
- Weapon w = get_weaponinfo(self.weapon);
+ if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
w.wr_reload(w);
}
if(fire1)
{
- if(self.crylink_waitrelease != 1)
- if(weapon_prepareattack(false, WEP_CVAR_PRI(crylink, refire)))
+ if(actor.crylink_waitrelease != 1)
+ if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(crylink, refire)))
{
W_Crylink_Attack(thiswep);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
}
}
if(fire2 && autocvar_g_balance_crylink_secondary)
{
- if(self.crylink_waitrelease != 2)
- if(weapon_prepareattack(true, WEP_CVAR_SEC(crylink, refire)))
+ if(actor.crylink_waitrelease != 2)
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(crylink, refire)))
{
W_Crylink_Attack2(thiswep);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
}
}
- if((self.crylink_waitrelease == 1 && !fire1) || (self.crylink_waitrelease == 2 && !fire2))
+ if((actor.crylink_waitrelease == 1 && !fire1) || (actor.crylink_waitrelease == 2 && !fire2))
{
- if(!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
+ if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
{
// fired and released now!
- if(self.crylink_lastgroup)
+ if(actor.crylink_lastgroup)
{
vector pos;
entity linkjoineffect;
- float isprimary = (self.crylink_waitrelease == 1);
+ float isprimary = (actor.crylink_waitrelease == 1);
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
+ pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
linkjoineffect = spawn();
linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
linkjoineffect.classname = "linkjoineffect";
linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
- linkjoineffect.owner = self;
+ linkjoineffect.owner = actor;
setorigin(linkjoineffect, pos);
}
- self.crylink_waitrelease = 0;
+ actor.crylink_waitrelease = 0;
if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
// ran out of ammo!
- self.cnt = WEP_CRYLINK.m_id;
- self.switchweapon = w_getbestweapon(self);
+ actor.cnt = WEP_CRYLINK.m_id;
+ actor.switchweapon = w_getbestweapon(actor);
}
}
}
}
METHOD(Crylink, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
+ W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
}
METHOD(Crylink, wr_suicidemessage, int(entity thiswep))
{