}
return true;
}
- METHOD(Vortex, wr_think, bool(entity thiswep))
+ METHOD(Vortex, wr_think, bool(entity thiswep, bool fire1, bool fire2))
{
if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit))
self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
_WEP_ACTION(self.weapon, WR_RELOAD);
else
{
- if(self.BUTTON_ATCK)
+ if(fire1)
{
if(weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
{
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
}
}
- if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
+ if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : fire2)
{
if(WEP_CVAR(vortex, charge))
{
else if(WEP_CVAR_SEC(vortex, ammo))
{
- if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
+ if(fire2) // only eat ammo when the button is pressed
{
dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))