}
.float bot_secondary_grenademooth;
-bool W_Mortar(int req)
+bool W_Mortar(entity thiswep, int req)
{SELFPARAM();
entity nade;
float nadefound;
case WR_THINK:
{
if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, 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(mortar, refire)))
}
#endif
#ifdef CSQC
-bool W_Mortar(int req)
+bool W_Mortar(entity thiswep, int req)
{SELFPARAM();
switch(req)
{