]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Move tuba instrument networking to the weapon entity
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index c2b5667302821b78e2d325cb3d5f54a9f1b3f167..7344ba9d0da4e220f66b01d2a602029fce4adff9 100644 (file)
@@ -157,7 +157,7 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit
                if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
-                       W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
+                       W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w_ready(thiswep, actor, weaponentity, fire);
                        return;
                }
@@ -183,7 +183,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
        if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
        if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
-               W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
@@ -254,16 +254,16 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
 
 }
 
-METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor))
+METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
-        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
     else
-        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
 }
 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
+    if(WEP_CVAR(machinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     } else
     if(WEP_CVAR(machinegun, mode) == 1)
@@ -281,7 +281,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
             if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
             if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
             {
-                W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
+                W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                 w_ready(thiswep, actor, weaponentity, fire);
                 return;
             }
@@ -323,9 +323,9 @@ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
     if(WEP_CVAR(machinegun, reload_ammo))
     {
         if(WEP_CVAR(machinegun, mode) == 1)
-            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
         else
-            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
     }
     return ammo_amount;
 }
@@ -340,9 +340,9 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity wea
     if(WEP_CVAR(machinegun, reload_ammo))
     {
         if(WEP_CVAR(machinegun, mode) == 1)
-            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
         else
-            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
     }
     return ammo_amount;
 }