void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
{
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
- fireBullet(actor, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
if (!thiswep.wr_checkammo2(thiswep, actor))
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
if (!thiswep.wr_checkammo2(thiswep, actor))
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}