actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
}
-METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
+METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor, .entity weaponentity))
{
if (!thiswep.ammo_factor) return true;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(actor.(weaponentity).hook)
- return actor.ammo_fuel > 0;
- }
+
+ if(actor.(weaponentity).hook)
+ return actor.ammo_fuel > 0;
return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
}
-METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor))
+METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor, .entity weaponentity))
{
// infinite ammo for now
return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above