/* flags */ ATTRIB(EWheelAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(EWheelAttack, impulse, int, 5);
/* refname */ ATTRIB(EWheelAttack, netname, string, "turret_ewheel");
-/* wepname */ ATTRIB(EWheelAttack, message, string, _("eWheel"));
+/* wepname */ ATTRIB(EWheelAttack, m_name, string, _("eWheel"));
ENDCLASS(EWheelAttack)
REGISTER_WEAPON(EWHEEL, NEW(EWheelAttack));
#ifdef SVQC
void turret_initparams(entity);
-METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
+METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
bool isPlayer = IS_PLAYER(actor);
- if (fire1)
- if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(electro, refire))) {
+ if (fire & 1)
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
if (isPlayer) {
turret_initparams(actor);
W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
turret_do_updates(actor);