if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
setself(self.owner);
- if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
+ if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
}
}
-bool W_Arc(int req)
+bool W_Arc(entity thiswep, int req)
{SELFPARAM();
switch(req)
{
}
}
-bool W_Arc(int req)
+bool W_Arc(entity thiswep, int req)
{SELFPARAM();
switch(req)
{