void spawnfunc_weapon_vortex(void); // defined in t_items.qc
.float vortex_chargepool_pauseregen_finished;
-bool W_Vortex(int req)
+bool W_Vortex(entity thiswep, int req)
{SELFPARAM();
float dt;
float ammo_amount;
}
if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else
{
if(self.BUTTON_ATCK)
}
case WR_INIT:
{
- precache_model("models/nexflash.md3");
- precache_model(W_Model("g_nex.md3"));
- precache_model(W_Model("v_nex.md3"));
- precache_model(W_Model("h_nex.iqm"));
precache_sound(W_Sound("nexfire"));
precache_sound(W_Sound("nexcharge"));
precache_sound(W_Sound("nexwhoosh1"));
#endif
#ifdef CSQC
float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
-bool W_Vortex(int req)
+bool W_Vortex(entity thiswep, int req)
{SELFPARAM();
switch(req)
{