}
.vector vorg1, vorg2;
-.float spawn_time;
void VaporizerBeam_Draw(entity this)
{
//draw either the old v2.3 beam or the new beam
METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- if(GetResource(actor, thiswep.ammo_type) > 0)
+ if((actor.items & IT_UNLIMITED_AMMO) || GetResource(actor, thiswep.ammo_type) > 0)
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false);
else
PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
} else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
}
- if((fire & 1) && (GetResource(actor, RES_CELLS) || !autocvar_g_rm) && !forbidWeaponUse(actor))
+ if((fire & 1) && (GetResource(actor, RES_CELLS) || !autocvar_g_rm) && !weaponLocked(actor))
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
{