}
case WR_THINK:
{
- if(self.BUTTON_ATCK || self.arc_beam.beam_bursting)
+ #if 0
+ if(self.arc_beam.beam_heat > threshold)
+ {
+ stop the beam somehow
+ play overheat animation
+ }
+ #endif
+
+ if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting)
{
if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
/*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
else*/
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- if(weapon_prepareattack(0, 0))
+ if(weapon_prepareattack(self.BUTTON_ATCK2, 0))
{
if((!self.arc_beam) || wasfreed(self.arc_beam))
- W_Arc_Beam(FALSE);
+ W_Arc_Beam(self.BUTTON_ATCK2);
if(!self.BUTTON_ATCK_prev)
{
}
case WR_CHECKAMMO1:
{
- return !WEP_CVAR(arc, beam_ammo) || (self.WEP_AMMO(ARC) > 0);
+ //return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
+ return FALSE;
}
case WR_CHECKAMMO2:
{
- //return self.WEP_AMMO(ARC) >= WEP_CVAR_SEC(arc, ammo);
- return TRUE;
+ //return ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
+ return FALSE;
}
case WR_CONFIG:
{