af = ATTACK_FINISHED(actor, slot);
actor.switchweapon = actor.weapon;
ATTACK_FINISHED(actor, slot) = time;
- LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n");
r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
if(actor.switchweapon == actor.weapon)
actor.switchweapon = sw;
{
actor.rifle_bullethail_attackfunc();
weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
- LOG_INFO("thinkf set\n");
}
else
{
ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
- LOG_INFO("out of ammo... ", ftos(actor.(weaponentity).state), "\n");
}
}