X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvortex.qc;h=5a64accc9c68899192a0b6a1ba3e051993c7113d;hb=6746b8a630cbf5e1ad3c7f4a265df5d6ebb1b4a3;hp=790d5c2b8c084e5a5b82798159b479b5d5cbe8d5;hpb=7ae70afe662b38a0dd326072deab7b657c6d97dc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index 790d5c2b8..5a64accc9 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -143,7 +143,7 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) self.BUTTON_ATCK2 = true; } } - METHOD(Vortex, wr_think, void(entity thiswep, entity actor, int slot, int fire)) + METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit)) actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME); @@ -163,10 +163,10 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) { if(fire & 1) { - if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(vortex, refire))) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire))) { W_Vortex_Attack(thiswep, 0); - weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); } } if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : (fire & 2)) @@ -235,10 +235,10 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) } else if(WEP_CVAR(vortex, secondary)) { - if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_SEC(vortex, refire))) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire))) { W_Vortex_Attack(thiswep, 1); - weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); } } }