W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype);
- Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir * 2);
if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
{
float r, af;
Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
- int slot = weaponslot(weaponentity);
- af = ATTACK_FINISHED(actor, slot);
+ af = ATTACK_FINISHED(actor, weaponentity);
actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
- ATTACK_FINISHED(actor, slot) = time;
+ ATTACK_FINISHED(actor, weaponentity) = time;
r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
actor.(weaponentity).m_switchweapon = sw;
}
else
{
- ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
+ ATTACK_FINISHED(actor, weaponentity) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
}
}
}
METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
return ammo_amount;
}
METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
return ammo_amount;
}