#ifdef SVQC
-void W_MachineGun_MuzzleFlash(entity actor);
+void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity);
SOUND(MachineGunTurretAttack_FIRE, W_Sound("electro_fire"));
METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
if (isPlayer) {
turret_initparams(actor);
- W_SetupShot_Dir(actor, v_forward, false, 0, SND_MachineGunTurretAttack_FIRE, CH_WEAPON_B, 0);
+ W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MachineGunTurretAttack_FIRE, CH_WEAPON_B, 0);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
}
fireBullet (actor, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
- W_MachineGun_MuzzleFlash(actor);
- setattachment(actor.muzzle_flash, actor.tur_head, "tag_fire");
+ W_MachineGun_MuzzleFlash(actor, weaponentity);
+ setattachment(actor.(weaponentity).muzzle_flash, actor.tur_head, "tag_fire");
}
}