float autocvar_g_turrets_unit_hellion_shot_speed_max;
void turret_hellion_missile_think();
-METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
+METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, int slot, 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, slot, 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_shotorg = w_shotorg;
actor.tur_head = actor;
actor.shot_radius = 500;
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
if (!isPlayer) {
if (actor.tur_head.frame != 0)
actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2"));
}
- entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HELLION, PROJECTILE_ROCKET, FALSE, FALSE);
+ entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, FALSE, FALSE);
te_explosion (missile.origin);
missile.think = turret_hellion_missile_think;
missile.nextthink = time;