else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
}
- METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, int slot, int fire))
{
float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
// if the laser uses load, we also consider its ammo for reloading
Weapon w = get_weaponinfo(actor.weapon);
w.wr_reload(w);
}
- if(fire1 && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
+ if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
{
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(vaporizer, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(vaporizer, refire)))
{
W_Vaporizer_Attack(thiswep);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
}
}
- if(fire2 || (fire1 && !actor.ammo_cells && autocvar_g_rm))
+ if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
{
if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
{
actor.weapon = oldwep;
// now do normal refire
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
}
}
else