fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pHeadshotDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
if(autocvar_g_casings >= 2)
- {
- makevectors(actor.v_angle); // for some reason, this is lost
- SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity);
- }
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
+ SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), vectoangles(v_forward), 3, actor, weaponentity);
+ }
}
void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity)
actor.bot_secondary_riflemooth = 0;
if(actor.bot_secondary_riflemooth == 0)
{
- if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
+ if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true))
{
PHYS_INPUT_BUTTON_ATCK(actor) = true;
if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
}
else
{
- if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
+ if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true))
{
PHYS_INPUT_BUTTON_ATCK2(actor) = true;
if(random() < 0.03) actor.bot_secondary_riflemooth = 0;