float autocvar_g_turrets_unit_hk_shot_speed_turnrate;
void turret_hk_missile_think();
-METHOD(HunterKillerAttack, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+METHOD(HunterKillerAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
bool isPlayer = IS_PLAYER(actor);
if (fire & 1)
- if (!isPlayer || weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(electro, refire))) {
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
if (isPlayer) {
turret_initparams(actor);
W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HK.m_id, PROJECTILE_ROCKET, FALSE, FALSE);
te_explosion (missile.origin);