METHOD(HLAC, wr_aim, void(entity thiswep))
{
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+ SELFPARAM();
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
}
METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
}
METHOD(HLAC, wr_checkammo1, bool(entity thiswep))
{
+ SELFPARAM();
float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hlac, ammo);
ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
return ammo_amount;
}
METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
{
+ SELFPARAM();
float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hlac, ammo);
ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
+ SELFPARAM();
W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
}
METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
METHOD(HLAC, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 6;
pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);