X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fhmg.qc;h=caf96a67b3fc7e11a7dad4b8a01d2587908e4eee;hb=905ec2fbd2b610eeb2591cdddbf71ce24b7bb3ab;hp=05a036379c01f032ecab23150fba56e693eba3b7;hpb=3e4a23f2e91f5470511f0a9e0985152395ecdc58;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qc b/qcsrc/common/mutators/mutator/overkill/hmg.qc index 05a036379..caf96a67b 100644 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qc @@ -58,12 +58,12 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto); } -METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor)) +METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) - 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); else - 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); } METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) @@ -86,7 +86,7 @@ METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entit float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); return ammo_amount; } @@ -96,7 +96,7 @@ METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entit float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += actor.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); return ammo_amount; }