{
if(fire & 1)
{
- if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
+ if(time >= actor.(weaponentity).shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
{
W_Shockwave_Attack(actor, weaponentity);
- actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
+ actor.(weaponentity).shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
}
}
if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
{
bool rapid = autocvar_g_rm_laser_rapid;
- if(actor.jump_interval <= time && !actor.held_down)
+ if(actor.(weaponentity).jump_interval <= time && !actor.(weaponentity).held_down)
{
if(rapid)
- actor.held_down = true;
- actor.jump_interval = time + autocvar_g_rm_laser_refire;
- actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
+ actor.(weaponentity).held_down = true;
+ actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire;
+ actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
damage_goodhits = 0;
W_RocketMinsta_Attack2(actor, weaponentity);
}
- else if(rapid && actor.jump_interval2 <= time && actor.held_down)
+ else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).held_down)
{
- actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
+ actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
damage_goodhits = 0;
W_RocketMinsta_Attack3(actor, weaponentity);
//weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
}
}
- else if (actor.jump_interval <= time)
+ else if (actor.(weaponentity).jump_interval <= time)
{
// handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
- actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
+ actor.(weaponentity).jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
// decrease ammo for the laser?
if(WEP_CVAR_SEC(vaporizer, ammo))
}
}
else
- actor.held_down = false;
+ actor.(weaponentity).held_down = false;
}
METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
{