void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
{
if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
- actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt / W_TICSPERFRAME);
+ actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt);
}
METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(!WEP_CVAR(vortex, charge_always))
- W_Vortex_Charge(actor, weaponentity, frametime);
+ W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME);
if(WEP_CVAR_SEC(vortex, chargepool))
if(actor.(weaponentity).vortex_chargepool_ammo < 1)