#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
+spawnfunc(weapon_arc) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
float W_Arc_Beam_Send(entity to, int sf)
{SELFPARAM();
if((!actor.arc_beam) || wasfreed(actor.arc_beam))
{
- if(weapon_prepareattack(actor, fire2, 0))
+ if(weapon_prepareattack(thiswep, actor, fire2, 0))
{
W_Arc_Beam(fire2);
#if 0
if(fire2)
- if(weapon_prepareattack(actor, true, autocvar_g_balance_arc_secondary_refire))
+ if(weapon_prepareattack(thiswep, actor, true, autocvar_g_balance_arc_secondary_refire))
{
W_Arc_Attack2();
actor.arc_count = autocvar_g_balance_arc_secondary_count;