if(!actor.hook)
if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
if(time > actor.hook_refire)
- if(weapon_prepareattack(thiswep, actor, false, -1))
+ if(weapon_prepareattack(thiswep, actor, slot, false, -1))
{
W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo));
actor.hook_state |= HOOK_FIRING;
actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
}
} else {
actor.hook_state |= HOOK_REMOVING;
if(fire & 2)
{
- if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(hook, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(hook, refire)))
{
W_Hook_Attack2(thiswep, actor);
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
}
}