+.void(void) campingrifle_bullethail_attackfunc;
+.float campingrifle_bullethail_frame;
+.float campingrifle_bullethail_animtime;
+.float campingrifle_bullethail_refire;
+void W_CampingRifle_BulletHail_Continue()
+{
+ float r, sw, af;
+ W_CampingRifle_CheckReloadAndReady();
+ if(self.campingrifle_bulletcounter < 0)
+ return; // reloading, so we are done
+ sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
+ af = ATTACK_FINISHED(self);
+ self.switchweapon = self.weapon;
+ ATTACK_FINISHED(self) = time;
+ print(ftos(self.ammo_nails), "\n");
+ r = weapon_prepareattack(self.campingrifle_bullethail_frame == WFRAME_FIRE2, self.campingrifle_bullethail_refire);
+ if(self.switchweapon == self.weapon)
+ self.switchweapon = sw;
+ if(r)
+ {
+ self.campingrifle_bullethail_attackfunc();
+ weapon_thinkf(self.campingrifle_bullethail_frame, self.campingrifle_bullethail_animtime, W_CampingRifle_BulletHail_Continue);
+ print("thinkf set\n");
+ }
+ else
+ {
+ ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
+ print("out of ammo... ", ftos(self.weaponentity.state), "\n");
+ }
+}
+
+void W_CampingRifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
+{
+ // if we get here, we have at least one bullet to fire
+ AttackFunc();
+ if(mode)
+ {
+ // continue hail
+ self.campingrifle_bullethail_attackfunc = AttackFunc;
+ self.campingrifle_bullethail_frame = fr;
+ self.campingrifle_bullethail_animtime = animtime;
+ self.campingrifle_bullethail_refire = refire;
+ weapon_thinkf(fr, animtime, W_CampingRifle_BulletHail_Continue);
+ }
+ else
+ {
+ // just one shot
+ weapon_thinkf(fr, animtime, W_CampingRifle_CheckReloadAndReady);
+ }
+}
+