#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC); }
+void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC.m_id); }
void W_HLAC_Touch(void)
{
missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
missile.flags = FL_PROJECTILE;
- missile.projectiledeathtype = WEP_HLAC;
+ missile.projectiledeathtype = WEP_HLAC.m_id;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH;
- missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
case WR_CHECKAMMO1:
{
ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_PRI(hlac, ammo);
+ ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
{
ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_SEC(hlac, ammo);
+ ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
case WR_CONFIG: