else
{
if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
- W_SwitchWeapon(WEP_HOOK);
+ W_SwitchWeapon(actor, WEP_HOOK);
actor.hook_switchweapon = key_pressed;
Weapon h = WEP_HOOK;
block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));