}
}
-float W_Vaporizer(float req)
+float W_Vaporizer(entity thiswep, float req)
{SELFPARAM();
float ammo_amount;
float vaporizer_ammo;
{
// if the laser uses load, we also consider its ammo for reloading
if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
{
if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
}
#endif
#ifdef CSQC
-float W_Vaporizer(float req)
+float W_Vaporizer(entity thiswep, float req)
{SELFPARAM();
switch(req)
{