void W_Crylink_DeleteLink(entity this)
{
- W_Crylink_Dequeue(this);
+ if(this.classname != "spike_oktoremove")
+ W_Crylink_Dequeue(this);
delete_fn(this);
}
}
actor.(weaponentity).crylink_waitrelease = 0;
if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
// ran out of ammo!
actor.cnt = thiswep.m_id;