]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/porto.qc
Merge branch 'master' into TimePath/items
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / porto.qc
index 1d54b930ce7311b272bc0c31c6d8ca7292efa0a5..8987b28ab50f40d8c2902da376d952af9663b868 100644 (file)
@@ -306,33 +306,33 @@ void W_Porto_Attack(float type)
                {
                        PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
                }
-               METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, int slot, int fire))
                {
                        if(WEP_CVAR(porto, secondary))
                        {
-                               if(fire1)
+                               if(fire & 1)
                                if(!actor.porto_current)
                                if(!actor.porto_forbidden)
-                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(porto, refire)))
+                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(porto, refire)))
                                {
                                        W_Porto_Attack(0);
-                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
                                }
 
-                               if(fire2)
+                               if(fire & 2)
                                if(!actor.porto_current)
                                if(!actor.porto_forbidden)
-                               if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(porto, refire)))
+                               if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(porto, refire)))
                                {
                                        W_Porto_Attack(1);
-                                       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
                                }
                        }
                        else
                        {
                                if(actor.porto_v_angle_held)
                                {
-                                       if(!fire2)
+                                       if(!(fire & 2))
                                        {
                                                actor.porto_v_angle_held = 0;
 
@@ -341,7 +341,7 @@ void W_Porto_Attack(float type)
                                }
                                else
                                {
-                                       if(fire2)
+                                       if(fire & 2)
                                        {
                                                actor.porto_v_angle = actor.v_angle;
                                                actor.porto_v_angle_held = 1;
@@ -352,13 +352,13 @@ void W_Porto_Attack(float type)
                                if(actor.porto_v_angle_held)
                                        makevectors(actor.porto_v_angle); // override the previously set angles
 
-                               if(fire1)
+                               if(fire & 1)
                                if(!actor.porto_current)
                                if(!actor.porto_forbidden)
-                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(porto, refire)))
+                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(porto, refire)))
                                {
                                        W_Porto_Attack(-1);
-                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
                                }
                        }
                }