}
if (fire & 1) // Primary attack
{
- if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, refire)))
{
return;
}
WEP_CVAR_PRI(okshotgun, bullets),
WEP_CVAR_PRI(okshotgun, spread),
WEP_CVAR_PRI(okshotgun, solidpenetration),
- WEP_CVAR_PRI(okshotgun, force));
+ WEP_CVAR_PRI(okshotgun, force),
+ EFFECT_RIFLE_WEAK);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
return;
}
METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
return ammo_amount;
}