#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
+spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
void W_Crylink_CheckLinks(entity e)
{
if(fire1)
{
if(actor.crylink_waitrelease != 1)
- if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(crylink, refire)))
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(crylink, refire)))
{
W_Crylink_Attack(thiswep);
weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
if(fire2 && autocvar_g_balance_crylink_secondary)
{
if(actor.crylink_waitrelease != 2)
- if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(crylink, refire)))
+ if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(crylink, refire)))
{
W_Crylink_Attack2(thiswep);
weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);