void W_MachineGun_MuzzleFlash();
-METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, int slot, int fire))
{
bool isPlayer = IS_PLAYER(actor);
- if (fire1)
- if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR(machinegun, sustained_refire))) {
+ if (fire & 1)
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(machinegun, sustained_refire))) {
if (isPlayer) {
turret_initparams(actor);
W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
- weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, 0, w_ready);
}
fireBullet (actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
W_MachineGun_MuzzleFlash();