]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Weapons: pass weaponentity field instead of slot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 07ddea83317a6bcc09179830fa0a6279085227d7..a9fc3fdb6e048a24afdbf518862f5314db748674 100644 (file)
@@ -656,7 +656,7 @@ void Arc_Smoke()
                                );
                        }
                }
-               METHOD(Arc, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+               METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        Arc_Player_SetHeat(actor);
                        Arc_Smoke();
@@ -669,21 +669,21 @@ void Arc_Smoke()
                                {
                                        #if 0
                                        if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
-                                               weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+                                               weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
                                        else
                                        #endif
-                                               weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
                                }
 
                                if((!actor.arc_beam) || wasfreed(actor.arc_beam))
                                {
-                                       if(weapon_prepareattack(thiswep, actor, slot, boolean(fire & 2), 0))
+                                       if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(fire & 2), 0))
                                        {
                                                W_Arc_Beam(boolean(fire & 2));
 
                                                if(!actor.arc_BUTTON_ATCK_prev)
                                                {
-                                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
                                                        actor.arc_BUTTON_ATCK_prev = true;
                                                }
                                        }
@@ -695,18 +695,19 @@ void Arc_Smoke()
                        if(actor.arc_BUTTON_ATCK_prev)
                        {
                                sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
-                               weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                               int slot = weaponslot(weaponentity);
                                ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
                        }
                        actor.arc_BUTTON_ATCK_prev = false;
 
                        #if 0
                        if(fire & 2)
-                       if(weapon_prepareattack(thiswep, actor, slot, true, autocvar_g_balance_arc_secondary_refire))
+                       if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
                        {
                                W_Arc_Attack2();
                                actor.arc_count = autocvar_g_balance_arc_secondary_count;
-                               weapon_thinkf(actor, slot, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
                                actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
                        }
                        #endif