veh.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
veh.wait = time;
}
- if (isPlayer) W_SetupShot_Dir(self, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
+ if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
vector org = w_shotorg;
vector dir = w_shotdir;
entity bolt = vehicles_projectile(EFFECT_RACER_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
org, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force, 0,
- DEATH_VH_WAKI_GUN, PROJECTILE_WAKICANNON, 0, true, true, self.owner);
+ DEATH_VH_WAKI_GUN, PROJECTILE_WAKICANNON, 0, true, true, player);
bolt.velocity = normalize(dir) * autocvar_g_vehicle_racer_cannon_speed;
weapon_thinkf(WFRAME_FIRE1, 0, w_ready);
}