/* rating */ BOT_PICKUP_RATING_HIGH,
/* color */ '0.5 1 1',
/* modelname */ "nex",
-/* simplemdl */ "foobar",
+/* model */ MDL_VORTEX_ITEM,
/* crosshair */ "gfx/crosshairnex 0.65",
/* wepimg */ "weaponnex",
/* refname */ "vortex",
void spawnfunc_weapon_vortex(void); // defined in t_items.qc
.float vortex_chargepool_pauseregen_finished;
-bool W_Vortex(int req)
+bool W_Vortex(entity thiswep, int req)
{SELFPARAM();
float dt;
float ammo_amount;
}
if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else
{
if(self.BUTTON_ATCK)
#endif
#ifdef CSQC
float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
-bool W_Vortex(int req)
+bool W_Vortex(entity thiswep, int req)
{SELFPARAM();
switch(req)
{