vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(crylink, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(crylink, ammo), weaponentity);
maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
vector forward, right, up;
float maxdmg;
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(crylink, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(crylink, ammo), weaponentity);
maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
{
// ran out of ammo!
actor.cnt = WEP_CRYLINK.m_id;
- PS(actor).m_switchweapon = w_getbestweapon(actor);
+ actor.(weaponentity).m_switchweapon = w_getbestweapon(actor);
}
}
}