W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
- W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
+ W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype);
Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
}
METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
{
- actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
+ }
}
METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
return false;
}
}
+METHOD(Rifle, wr_zoomdir, bool(entity thiswep))
+{
+ return button_attack2 && !WEP_CVAR(rifle, secondary);
+}
#endif