self.BUTTON_ATCK2 = 1;
}
}
- METHOD(Tuba, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+ METHOD(Tuba, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(tuba, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(0);
//weapon_thinkf(actor, WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(actor, slot, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
if(fire & 2)
- if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR(tuba, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(tuba, refire)))
{
W_Tuba_NoteOn(HITTYPE_SECONDARY);
//weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(actor, slot, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
}
if(actor.tuba_note)
{
}
METHOD(Tuba, wr_reload, void(entity thiswep))
{
- int slot = 0; // TODO: unhardcode
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
// switch to alternate instruments :)
- if(self.weaponentity[slot].state == WS_READY)
+ if(self.(weaponentity).state == WS_READY)
{
switch(self.tuba_instrument)
{
}
W_SetupShot(self, false, 0, "", 0, 0);
Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
- self.weaponentity[slot].state = WS_INUSE;
- weapon_thinkf(self, slot, WFRAME_RELOAD, 0.5, w_ready);
+ self.(weaponentity).state = WS_INUSE;
+ weapon_thinkf(self, weaponentity, WFRAME_RELOAD, 0.5, w_ready);
}
}
METHOD(Tuba, wr_checkammo1, bool(entity thiswep))