self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
-void W_MachineGun_Attack(float deathtype)
+void W_MachineGun_Attack(int deathtype)
{
W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
if(!autocvar_g_norecoil)
}
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
{
float ammo_amount;
switch(req)
}
#endif
#ifdef CSQC
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
{
switch(req)
{