]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/turrets/turret/machinegun_weapon.qc
Merge branch 'terencehill/menu_optimization' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / machinegun_weapon.qc
index a20bdb22cf051cb3446bf6728a7514e17a940fd1..7bd8b4086890ac2c65433cfe17358afb5f3a8db1 100644 (file)
@@ -5,7 +5,7 @@ CLASS(MachineGunTurretAttack, PortoLaunch)
 /* flags     */ ATTRIB(MachineGunTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
 /* impulse   */ ATTRIB(MachineGunTurretAttack, impulse, int, 9);
 /* refname   */ ATTRIB(MachineGunTurretAttack, netname, string, "turret_machinegun");
-/* wepname   */ ATTRIB(MachineGunTurretAttack, message, string, _("Machinegun"));
+/* wepname   */ ATTRIB(MachineGunTurretAttack, m_name, string, _("Machinegun"));
 ENDCLASS(MachineGunTurretAttack)
 REGISTER_WEAPON(TUR_MACHINEGUN, NEW(MachineGunTurretAttack));
 
@@ -16,19 +16,19 @@ REGISTER_WEAPON(TUR_MACHINEGUN, NEW(MachineGunTurretAttack));
 #ifdef SVQC
 
 void W_MachineGun_MuzzleFlash();
-
-METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+SOUND(MachineGunTurretAttack_FIRE, W_Sound("electro_fire"));
+METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
     bool isPlayer = IS_PLAYER(actor);
-    if (fire1)
-    if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR(machinegun, sustained_refire))) {
+    if (fire & 1)
+    if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
         if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND(MachineGunTurretAttack_FIRE), CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
-            weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
         }
         fireBullet (actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
         W_MachineGun_MuzzleFlash();