weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
actor.arc_overheat = 0;
actor.arc_cooldown = 0;
+ actor.arc_BUTTON_ATCK_prev = false;
}
METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
{
actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
}
}
+METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ actor.arc_BUTTON_ATCK_prev = false;
+}
+METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor))
+{
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ actor.arc_BUTTON_ATCK_prev = false;
+}
#endif
#ifdef CSQC
bool autocvar_cl_arcbeam_teamcolor = true;