}
void W_Vortex_Attack(Weapon thiswep, entity actor, float issecondary)
-{entity this = actor;
+{
float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
float flying;
- flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+ flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
if(WEP_CVAR(vortex, charge))
{
- charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge;
- self.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
+ charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.vortex_charge;
+ actor.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
// O RLY? -- divVerent
// YA RLY -- FruitieX
}
mydmg *= charge;
myforce *= charge;
- W_SetupShot(self, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
+ W_SetupShot(actor, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
{
- sound(self, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+ sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
}
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
+ FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
if(yoda && flying)
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- if(damage_goodhits && self.vortex_lasthit)
+ Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ if(damage_goodhits && actor.vortex_lasthit)
{
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+ Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
damage_goodhits = 0; // only every second time
}
- self.vortex_lasthit = damage_goodhits;
+ actor.vortex_lasthit = damage_goodhits;
//beam and muzzle flash done on client
SendCSQCVortexBeamParticle(charge);
- W_DecreaseAmmo(thiswep, self, myammo);
+ W_DecreaseAmmo(thiswep, actor, myammo);
}
.float vortex_chargepool_pauseregen_finished;
METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
{
- entity this = actor;
- if(bot_aim(self, 1000000, 0, 1, false))
- PHYS_INPUT_BUTTON_ATCK(self) = true;
+ if(bot_aim(actor, 1000000, 0, 1, false))
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
else
{
if(WEP_CVAR(vortex, charge))
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
}
}
METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
}
METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
{
- entity this = actor;
if (WEP_CVAR(vortex, charge)) {
if (WEP_CVAR_SEC(vortex, chargepool)) {
- self.vortex_chargepool_ammo = 1;
+ actor.vortex_chargepool_ammo = 1;
}
- self.vortex_charge = WEP_CVAR(vortex, charge_start);
+ actor.vortex_charge = WEP_CVAR(vortex, charge_start);
}
- self.vortex_lasthit = 0;
+ actor.vortex_lasthit = 0;
}
METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{