- if((!thiswep.wr_checkammo1(thiswep, actor) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
+ if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
w_ready(thiswep, actor, weaponentity, fire);
return;
}
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
}
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
}
-METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor))
+METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
{
if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
}
METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
}
METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
-METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
if(autocvar_g_balance_hmg_reload_ammo)
{
float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
if(autocvar_g_balance_hmg_reload_ammo)
-METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
if(autocvar_g_balance_hmg_reload_ammo)
{
float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
if(autocvar_g_balance_hmg_reload_ammo)