}
}
-void W_Porto_Attack(entity actor, .entity weaponentity, float type)
+void W_Porto_Attack(Weapon thiswep, entity actor, .entity weaponentity, float type)
{
entity gren;
- W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0, WEP_PORTO.m_id); // TODO: does the deathtype even need to be set here? porto can't hurt people
+ W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0, thiswep.m_id); // TODO: does the deathtype even need to be set here? porto can't hurt people
// always shoot from the eye
w_shotdir = v_forward;
w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
if(!actor.porto_forbidden)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
{
- W_Porto_Attack(actor, weaponentity, 0);
+ W_Porto_Attack(thiswep, actor, weaponentity, 0);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
if(!actor.porto_forbidden)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
{
- W_Porto_Attack(actor, weaponentity, 1);
+ W_Porto_Attack(thiswep, actor, weaponentity, 1);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
}
}
if(!actor.porto_forbidden)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
{
- W_Porto_Attack(actor, weaponentity, -1);
+ W_Porto_Attack(thiswep, actor, weaponentity, -1);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
}
}