]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'master' into TimePath/items
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 4f457c2295b1dcac9de992191b683123d8d521da..37895b4782f8847ed00d3481175bb45419a6965d 100644 (file)
@@ -656,34 +656,34 @@ void Arc_Smoke()
                                );
                        }
                }
-               METHOD(Arc, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(Arc, wr_think, void(entity thiswep, entity actor, int slot, int fire))
                {
                        Arc_Player_SetHeat(actor);
                        Arc_Smoke();
 
                        if (time >= actor.arc_overheat)
-                       if (fire1 || fire2 || actor.arc_beam.beam_bursting)
+                       if ((fire & 1) || (fire & 2) || actor.arc_beam.beam_bursting)
                        {
 
                                if(actor.arc_BUTTON_ATCK_prev)
                                {
                                        #if 0
                                        if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
-                                               weapon_thinkf(actor, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+                                               weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
                                        else
                                        #endif
-                                               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                               weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
                                }
 
                                if((!actor.arc_beam) || wasfreed(actor.arc_beam))
                                {
-                                       if(weapon_prepareattack(thiswep, actor, fire2, 0))
+                                       if(weapon_prepareattack(thiswep, actor, slot, boolean(fire & 2), 0))
                                        {
-                                               W_Arc_Beam(fire2);
+                                               W_Arc_Beam(boolean(fire & 2));
 
                                                if(!actor.arc_BUTTON_ATCK_prev)
                                                {
-                                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
                                                        actor.arc_BUTTON_ATCK_prev = true;
                                                }
                                        }
@@ -695,18 +695,18 @@ void Arc_Smoke()
                        if(actor.arc_BUTTON_ATCK_prev)
                        {
                                sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
-                               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                               ATTACK_FINISHED(actor) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
+                               weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
                        }
                        actor.arc_BUTTON_ATCK_prev = false;
 
                        #if 0
-                       if(fire2)
-                       if(weapon_prepareattack(thiswep, actor, true, autocvar_g_balance_arc_secondary_refire))
+                       if(fire & 2)
+                       if(weapon_prepareattack(thiswep, actor, slot, true, autocvar_g_balance_arc_secondary_refire))
                        {
                                W_Arc_Attack2();
                                actor.arc_count = autocvar_g_balance_arc_secondary_count;
-                               weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+                               weapon_thinkf(actor, slot, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
                                actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
                        }
                        #endif