self.hagar_warning = false;
// we aren't checking ammo during an attack, so we must do it here
- if(!(thiswep.wr_checkammo1(thiswep) + thiswep.wr_checkammo2(thiswep)))
+ if(!(thiswep.wr_checkammo1(thiswep, self) + thiswep.wr_checkammo2(thiswep, self)))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
return;
}
- if(!thiswep.wr_checkammo1(thiswep))
+ if(!thiswep.wr_checkammo1(thiswep, actor))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
self.hagar_load = 0;
}
}
-METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
+METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor))
{
- SELFPARAM();
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
- ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
+ ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
return ammo_amount;
}
-METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
+METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor))
{
- SELFPARAM();
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
- ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+ ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
return ammo_amount;
}
METHOD(Hagar, wr_resetplayer, void(entity thiswep))