]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
Merge branch 'master' into TimePath/items
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index 0f3013568c82bca9bf75da9dd64b629dae05020c..32deee0d30b22dab07df5c324d323ce656cad04f 100644 (file)
@@ -608,47 +608,47 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
                        else
                                self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
                }
-               METHOD(Seeker, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(Seeker, wr_think, void(entity thiswep, entity actor, int slot, int fire))
                {
                        if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
                                Weapon w = get_weaponinfo(actor.weapon);
                                w.wr_reload(w);
-                       } else if(fire1)
+                       } else if(fire & 1)
                        {
                                if(WEP_CVAR(seeker, type) == 1)
                                {
-                                       if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, missile_refire)))
+                                       if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, missile_refire)))
                                        {
                                                W_Seeker_Attack();
-                                               weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+                                               weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
                                        }
                                }
                                else
                                {
-                                       if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, tag_refire)))
+                                       if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, tag_refire)))
                                        {
                                                W_Seeker_Fire_Tag(thiswep);
-                                               weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+                                               weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
                                        }
                                }
                        }
 
-                       else if(fire2)
+                       else if(fire & 2)
                        {
                                if(WEP_CVAR(seeker, type) == 1)
                                {
-                                       if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, tag_refire)))
+                                       if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, tag_refire)))
                                        {
                                                W_Seeker_Fire_Tag(thiswep);
-                                               weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+                                               weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
                                        }
                                }
                                else
                                {
-                                       if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, flac_refire)))
+                                       if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(seeker, flac_refire)))
                                        {
                                                W_Seeker_Fire_Flac(thiswep);
-                                               weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+                                               weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
                                        }
                                }
                        }