- W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound
+ W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true,
+ WEP_CVAR_PRI(shotgun, ammo),
+ WEP_CVAR_PRI(shotgun, damage),
+ WEP_CVAR_PRI(shotgun, bullets),
+ WEP_CVAR_PRI(shotgun, spread),
+ WEP_CVAR_PRI(shotgun, solidpenetration),
+ WEP_CVAR_PRI(shotgun, force)); // actually is secondary, but we trick the last shot into playing full reload sound