}
METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
{
- actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
+ }
}
METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{