]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/rifle.qc
Monsters: make mage more player friendly
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
index dc11b0158acc7c07df1b4e56bf37800d98e473e2..4cf8265fa969b94987db1005ffd477d273ffa5a1 100644 (file)
@@ -170,10 +170,10 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
                        {
                                self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
                                if(fire1)
-                               if(weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
+                               if(weapon_prepareattack_check(false, WEP_CVAR_PRI(rifle, refire)))
                                if(time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
                                {
-                                       weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
+                                       weapon_prepareattack_do(false, WEP_CVAR_PRI(rifle, refire));
                                        W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
                                        self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
                                }
@@ -185,10 +185,10 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
                                                        _WEP_ACTION(self.weapon, WR_RELOAD);
                                                else
                                                {
-                                                       if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
+                                                       if(weapon_prepareattack_check(true, WEP_CVAR_SEC(rifle, refire)))
                                                        if(time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
                                                        {
-                                                               weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
+                                                               weapon_prepareattack_do(true, WEP_CVAR_SEC(rifle, refire));
                                                                W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
                                                                self.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
                                                        }