play2(self, SND(DRYFIRE));
}
Weapon wpn = get_weaponinfo(self.weapon);
- int slot = 0; // TODO: unhardcode
- if(self.weaponentity[slot].state != WS_CLEAR)
- w_ready(wpn, self, slot, (self.BUTTON_ATCK ? 1 : 0) | (self.BUTTON_ATCK2 ? 2 : 0));
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ if(self.(weaponentity).state != WS_CLEAR)
+ w_ready(wpn, self, weaponentity, (self.BUTTON_ATCK ? 1 : 0) | (self.BUTTON_ATCK2 ? 2 : 0));
self.weapon_blocked = true;
}