]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Cleanse more of the mutator hooks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index 577d4cf4e2671b562e8843601ce55a620e793609..a81479869e6cda8cbc0df0ba65f690ef55a5d771 100644 (file)
@@ -295,7 +295,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
        }
 
        weapon_thinkf(self, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
-       self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
+       self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
        self.hagar_load = 0;
 }
 
@@ -332,7 +332,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
                                sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
-                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
+                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
 
                                // require letting go of the alt fire button before we can load again
                                self.hagar_loadblock = true;
@@ -353,7 +353,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
                                        if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
                                                stopped = true;
                                        else
-                                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
+                                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
                                }
                        }
                        if(stopped && !self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
@@ -361,7 +361,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
                                // if this is the last rocket we can load, play a beep sound to notify the player
                                sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
                                self.hagar_loadbeep = true;
-                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
+                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
                        }
                }
        }
@@ -426,7 +426,7 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
        W_Hagar_Attack(thiswep, actor);
 
        int slot = weaponslot(weaponentity);
-       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor();
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
        int theframe = WFRAME_FIRE1;
        entity this = actor.(weaponentity);
        if(this)