if(self.BUTTON_ATCK)
{
- if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+ if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
}
}
-bool W_HLAC(int req)
+bool W_HLAC(entity thiswep, int req)
{SELFPARAM();
float ammo_amount;
switch(req)
case WR_THINK:
{
if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else if(self.BUTTON_ATCK)
{
if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
}
#endif
#ifdef CSQC
-bool W_HLAC(int req)
+bool W_HLAC(entity thiswep, int req)
{SELFPARAM();
switch(req)
{