}
.float bot_secondary_riflemooth;
-bool W_Rifle(int req)
+bool W_Rifle(entity thiswep, int req)
{SELFPARAM();
float ammo_amount;
case WR_THINK:
{
if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else
{
self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
if(WEP_CVAR(rifle, secondary))
{
if(WEP_CVAR_SEC(rifle, reload))
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else
{
if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
}
#endif
#ifdef CSQC
-bool W_Rifle(int req)
+bool W_Rifle(entity thiswep, int req)
{SELFPARAM();
switch(req)
{