return;
}
- if((!thiswep.wr_checkammo1(thiswep, actor) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
+ if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
}
}
-METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);
return ammo_amount;
}
-METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount = actor.ammo_nails >= WEP_CVAR(hmg, ammo);