}
}
#endif
- METHOD(Devastator, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, int fire))
{
if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
Weapon w = get_weaponinfo(actor.weapon);
w.wr_reload(w);
} else {
- if(fire1)
+ if(fire & 1)
{
if(actor.rl_release || WEP_CVAR(devastator, guidestop))
if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(devastator, refire)))
else
actor.rl_release = 1;
- if(fire2)
+ if(fire & 2)
if(actor.switchweapon == WEP_DEVASTATOR.m_id)
{
entity rock;