w.wr_reload(w);
} else if(fire & 1)
{
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(mortar, refire)))
+ if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(mortar, refire)))
{
W_Mortar_Attack(thiswep);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
}
}
else if(fire & 2)
if(nadefound)
sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
}
- else if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(mortar, refire)))
+ else if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(mortar, refire)))
{
W_Mortar_Attack2(thiswep);
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
+ weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
}
}
}