#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();
.float rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, int slot, int fire)
{
float r, sw, af;
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)
}
}
}
- METHOD(Rifle, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, int slot, int fire))
{
if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
Weapon w = get_weaponinfo(actor.weapon);
} else
{
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(fire & 1)
+ 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_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
}
- if(fire2)
+ if(fire & 2)
{
if(WEP_CVAR(rifle, secondary))
{
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));