void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
}
if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
if(WEP_CVAR(shotgun, secondary) == 1)
- if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+ if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...