void M_Spider_Attack_Web();
-METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, int slot, int fire)) {
+METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity weaponentity, int fire)) {
bool isPlayer = IS_PLAYER(actor);
if (fire & 1)
- if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, slot, false, autocvar_g_monster_spider_attack_web_delay)) {
+ if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay)) {
if (!isPlayer) {
actor.spider_web_delay = time + 3;
setanim(actor, actor.anim_shoot, true, true, true);
W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
M_Spider_Attack_Web();
- weapon_thinkf(actor, slot, WFRAME_FIRE1, 0, w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
return;
}
if (fire & 2)
- if (!isPlayer || weapon_prepareattack(thiswep, actor, slot, true, 0.5)) {
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
if (isPlayer) {
actor.enemy = Monster_FindTarget(actor);
actor.attack_range = 60;
}
Monster_Attack_Melee(actor.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? self.anim_melee : self.anim_shoot), self.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER.m_id, true);
- weapon_thinkf(actor, slot, WFRAME_FIRE2, 0, w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
}
}
bool M_Spider_Attack(int attack_type, entity targ)
{SELFPARAM();
+ .entity weaponentity = weaponentities[0];
switch(attack_type)
{
Weapon wep = WEP_SPIDER_ATTACK;
case MONSTER_ATTACK_MELEE:
{
- wep.wr_think(wep, self, 0, 2);
+ wep.wr_think(wep, self, weaponentity, 2);
return true;
}
case MONSTER_ATTACK_RANGED:
{
- wep.wr_think(wep, self, 0, 1);
+ wep.wr_think(wep, self, weaponentity, 1);
return true;
}
}