if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}