}
}
- // vortex too
- if(WEP_CVAR(vortex, charge))
- {
- if(WEP_CVAR_SEC(vortex, chargepool))
- this.vortex_chargepool_ammo = 1;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- this.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
- }
- }
-
// set last change info
this.nix_lastchange_id = nix_nextchange;
}
if(WEP_CVAR_SEC(vortex, ammo))
{
// always deplete if secondary is held
- actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+ actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
- dt = min(dt, actor.vortex_chargepool_ammo);
+ dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
dt = max(0, dt);
actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);