self.hagar_warning = false;
// we aren't checking ammo during an attack, so we must do it here
- if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+ if(!(_WEP_ACTION(self.weapon, WR_CHECKAMMO1) + _WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
}
}
-bool W_Hagar(int req)
+bool W_Hagar(entity thiswep, int req)
{SELFPARAM();
float ammo_amount;
switch(req)
if(loadable_secondary)
W_Hagar_Attack2_Load(); // must always run each frame
if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
+ _WEP_ACTION(self.weapon, WR_RELOAD);
else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
{
if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
}
#endif
#ifdef CSQC
-bool W_Hagar(int req)
+bool W_Hagar(entity thiswep, int req)
{SELFPARAM();
switch(req)
{