}
}
-METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
+METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(actor.(thiswep.ammo_field) > 0)
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false);
else
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
+ 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
}
METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
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
+ if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
- } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
+ } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
}
if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
else
actor.(weaponentity).held_down = false;
}
-METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
+METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
{
- actor.ammo_field = (thiswep.ammo_field);
actor.vaporizer_lasthit = 0;
}
METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo;
- ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
return ammo_amount;
}
METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
if(!WEP_CVAR_SEC(vaporizer, ammo))
return true;
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
- ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
return ammo_amount;
}
METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))