thiswep.wr_reload(thiswep, actor, weaponentity);
} else
{
- actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
+ actor.(weaponentity).rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.(weaponentity).rifle_accumulator, time);
if(fire & 1)
if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
- if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
+ if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
{
weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
- actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
+ actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
}
if(fire & 2)
{
} else
{
if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
- if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
+ if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
{
weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
- actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
+ actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
}
}
}