-METHOD(HLAC, wr_aim, void(entity thiswep, entity actor))
+METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
}
METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
}
METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
return ammo_amount;
}
METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
return ammo_amount;
}
METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))