]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/electro.qc
Weapons: pass weaponentity field instead of slot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
index 8ae3f3e3c02231730afe8eeb5bd87f1e46689c20..e9fb0f4e9ab4c1bfe84bf2e04041fed1a51e0902 100644 (file)
@@ -406,19 +406,19 @@ void W_Electro_Attack_Orb(Weapon thiswep)
        MUTATOR_CALLHOOK(EditProjectile, self, proj);
 }
 
-void W_Electro_CheckAttack(Weapon thiswep, entity actor, int slot, int fire)
+void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {SELFPARAM();
        if(self.electro_count > 1)
        if(self.BUTTON_ATCK2)
-       if(weapon_prepareattack(thiswep, actor, slot, true, -1))
+       if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
        {
                W_Electro_Attack_Orb(WEP_ELECTRO);
                self.electro_count -= 1;
-               weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
                return;
        }
        // WEAPONTODO: when the player releases the button, cut down the length of refire2?
-       w_ready(thiswep, actor, slot, fire);
+       w_ready(thiswep, actor, weaponentity, fire);
 }
 
 .float bot_secondary_electromooth;
@@ -451,7 +451,7 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, int slot, int fire)
                                }
                        }
                }
-               METHOD(Electro, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+               METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
                        {
@@ -471,20 +471,20 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, int slot, int fire)
 
                        if(fire & 1)
                        {
-                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(electro, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
                                {
                                                W_Electro_Attack_Bolt(thiswep);
-                                               weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
                                }
                        }
                        else if(fire & 2)
                        {
                                if(time >= actor.electro_secondarytime)
-                               if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(electro, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
                                {
                                        W_Electro_Attack_Orb(thiswep);
                                        actor.electro_count = WEP_CVAR_SEC(electro, count);
-                                       weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
                                        actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
                                }
                        }