}
else if(!forbidWeaponUse(this)) {
entity actor = this;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- w.wr_reload(w, actor, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ w.wr_reload(w, actor, weaponentity);
+ }
}
}