return;
}
- 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));
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
}
-bool W_HeavyMachineGun(int req)
+bool W_HeavyMachineGun(entity thiswep, int req)
{SELFPARAM();
float ammo_amount;
switch(req)
case WR_THINK:
{
if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else
{
if (self.BUTTON_ATCK)
}
#endif
#ifdef CSQC
-bool W_HeavyMachineGun(int req)
+bool W_HeavyMachineGun(entity thiswep, int req)
{SELFPARAM();
switch(req)
{