#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); }
-void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); }
-void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); }
+spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); }
+spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
+spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
{SELFPARAM();
actor.switchweapon = actor.weapon;
ATTACK_FINISHED(actor) = time;
LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n");
- r = weapon_prepareattack(actor, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
+ r = weapon_prepareattack(thiswep, actor, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
if(actor.switchweapon == actor.weapon)
actor.switchweapon = sw;
if(r)
{
actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
if(fire1)
- if(weapon_prepareattack_check(actor, false, WEP_CVAR_PRI(rifle, refire)))
+ if(weapon_prepareattack_check(thiswep, actor, false, WEP_CVAR_PRI(rifle, refire)))
if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
{
weapon_prepareattack_do(actor, false, WEP_CVAR_PRI(rifle, refire));
w.wr_reload(w);
} else
{
- if(weapon_prepareattack_check(actor, true, WEP_CVAR_SEC(rifle, refire)))
+ if(weapon_prepareattack_check(thiswep, actor, true, WEP_CVAR_SEC(rifle, refire)))
if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
{
weapon_prepareattack_do(actor, true, WEP_CVAR_SEC(rifle, refire));