/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells);
/* impulse */ ATTRIB(HLAC, impulse, int, 6);
/* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, 4000);
/* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
/* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
#ifdef GAMEQC
}
}
-METHOD(HLAC, wr_aim, void(entity thiswep, entity actor))
+METHOD(HLAC, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
}
METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{