// rgb = e.glowmod;
rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
- float fail = (self.nextthink - time);
+ float fail = (this.nextthink - time);
Draw_VaporizerBeam_trace_callback_tex = tex;
Draw_VaporizerBeam_trace_callback_rnd = 0;
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
+ if(!IS_DEAD(other))
if(IsFlying(other))
Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
// if the laser uses load, we also consider its ammo for reloading
if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
- thiswep.wr_reload(thiswep);
+ thiswep.wr_reload(thiswep, actor, weaponentity);
} else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
- thiswep.wr_reload(thiswep);
+ thiswep.wr_reload(thiswep, actor, weaponentity);
}
if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
{
{
self.vaporizer_lasthit = 0;
}
- METHOD(Vaporizer, wr_reload, void(entity thiswep))
+ METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
float used_ammo;