}
}
#endif
- METHOD(Devastator, wr_think, void(entity thiswep, entity actor, int fire))
+ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, int slot, int fire))
{
if(WEP_CVAR(devastator, reload_ammo) && actor.clip_load < WEP_CVAR(devastator, ammo)) { // forced reload
Weapon w = get_weaponinfo(actor.weapon);