if(fire1)
{
if(time >= actor.fireball_primarytime)
- if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(fireball, refire)))
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(fireball, refire)))
{
W_Fireball_Attack1_Frame0(thiswep, actor, fire1, fire2);
actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
}
else if(fire2)
{
- if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(fireball, refire)))
+ if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(fireball, refire)))
{
W_Fireball_Attack2();
weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);