}
}
-METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor))
+METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR(shockwave, melee_range)))
- { 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); }
else
- { 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); }
}
METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(fire & 1)
{
- if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
+ if(time >= actor.(weaponentity).shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
{
W_Shockwave_Attack(actor, weaponentity);
- actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
+ actor.(weaponentity).shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
}
}