if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
this.realowner.cnt = thiswep.m_id;
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(this.realowner, slot) = time;
+ ATTACK_FINISHED(this.realowner, weaponentity) = time;
this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
}
}
if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
{
this.realowner.cnt = thiswep.m_id;
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(this.realowner, slot) = time;
+ ATTACK_FINISHED(this.realowner, weaponentity) = time;
this.realowner.(weaponentity).m_switchweapon = w_getbestweapon(this.realowner, weaponentity);
}
}
{
#if 0
// don't switch while guiding a missile
- if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
+ if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_DEVASTATOR)
{
ammo_amount = false;
if(WEP_CVAR(devastator, reload_ammo))