]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/turrets/turret/walker_weapon.qc
Weapons: pass weaponentity field instead of slot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / walker_weapon.qc
index 9a54f810f55237cb95bc3b16dcc700234be2c47f..192cbfc6d399e9c13b232e2603471db5e8a07653 100644 (file)
@@ -5,7 +5,7 @@ CLASS(WalkerTurretAttack, PortoLaunch)
 /* flags     */ ATTRIB(WalkerTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
 /* impulse   */ ATTRIB(WalkerTurretAttack, impulse, int, 5);
 /* refname   */ ATTRIB(WalkerTurretAttack, netname, string, "turret_walker");
-/* wepname   */ ATTRIB(WalkerTurretAttack, message, string, _("Walker"));
+/* wepname   */ ATTRIB(WalkerTurretAttack, m_name, string, _("Walker"));
 ENDCLASS(WalkerTurretAttack)
 REGISTER_WEAPON(WALKER, NEW(WalkerTurretAttack));
 
@@ -15,20 +15,20 @@ REGISTER_WEAPON(WALKER, NEW(WalkerTurretAttack));
 
 #ifdef SVQC
 
-METHOD(WalkerTurretAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
+METHOD(WalkerTurretAttack, 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_PRI(electro, refire))) {
+    if (fire & 1)
+    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, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
         }
         sound (actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
-        fireBullet (actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_WALK_GUN, 0);
+        fireBullet (actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, 0);
         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
     }
 }