Weapon wep1 = WEP_RACER;
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
- if (!forbidWeaponUse(player))
+ if (!weaponLocked(player) && !weaponUseForbidden(player))
if (PHYS_INPUT_BUTTON_ATCK(player))
if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
{
- string tagname = (vehic.cnt)
- ? (vehic.cnt = 0, "tag_fire1")
- : (vehic.cnt = 1, "tag_fire2");
- vector org = gettaginfo(vehic, gettagindex(vehic, tagname));
- w_shotorg = org;
- w_shotdir = v_forward;
- // Fix z-aim (for chase mode)
- crosshair_trace(player);
- w_shotdir.z = normalize(trace_endpos - org).z * 0.5;
wep1.wr_think(wep1, vehic, weaponentity, 1);
}
}
}
- if(!forbidWeaponUse(player))
+ if(!weaponLocked(player))
if(time > vehic.delay)
if(PHYS_INPUT_BUTTON_ATCK2(player))
{