if(WEP_CVAR_SEC(vortex, ammo))
{
// always deplete if secondary is held
- actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+ actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
- dt = min(dt, actor.vortex_chargepool_ammo);
+ dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
dt = max(0, dt);
actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
return false;
}
}
+METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
+{
+ return button_attack2 && !WEP_CVAR(vortex, secondary);
+}
#endif