self.BUTTON_ATCK2 = 1;
}
}
- METHOD(Tuba, wr_think, void(entity thiswep, bool fire1, bool fire2))
+ METHOD(Tuba, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
if(fire1)
- if(weapon_prepareattack(false, WEP_CVAR(tuba, refire)))
+ if(weapon_prepareattack(actor, false, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(0);
- //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ //weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(actor, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
if(fire2)
- if(weapon_prepareattack(true, WEP_CVAR(tuba, refire)))
+ if(weapon_prepareattack(actor, true, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(HITTYPE_SECONDARY);
- //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(actor, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
- if(self.tuba_note)
+ if(actor.tuba_note)
{
if(!fire1 && !fire2)
{
- WITH(entity, self, self.tuba_note, W_Tuba_NoteOff());
+ WITH(entity, self, actor.tuba_note, W_Tuba_NoteOff());
}
}
}
W_SetupShot(self, false, 0, "", 0, 0);
Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
self.weaponentity.state = WS_INUSE;
- weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
+ weapon_thinkf(self, WFRAME_RELOAD, 0.5, w_ready);
}
}
METHOD(Tuba, wr_checkammo1, bool(entity thiswep))