-METHOD(MageSpike, wr_think, bool(entity thiswep)) {
- SELFPARAM();
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire))) {
- if (!self.target_range) self.target_range = autocvar_g_monsters_target_range;
- self.enemy = Monster_FindTarget(self);
- W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
- M_Mage_Attack_Spike(w_shotdir);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
- }
- return true;
+void M_Mage_Attack_Push();
+METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire)) {
+ if (fire & 1)
+ if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
+ if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
+ actor.enemy = Monster_FindTarget(actor);
+ W_SetupShot_Dir(actor, v_forward, false, 0, SND(MageSpike_FIRE), CH_WEAPON_B, 0);
+ if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
+ M_Mage_Attack_Spike(w_shotdir);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
+ }
+ if (fire & 2)
+ if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
+ M_Mage_Attack_Push();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
+ }