if(actor.BUTTON_ATCK)
{
- Weapon w = get_weaponinfo(actor.weapon);
- if(!w.wr_checkammo1(w))
+ if(!thiswep.wr_checkammo1(thiswep))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(autocvar_g_balance_hlac_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) { // forced reload
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
+ thiswep.wr_reload(thiswep);
} else if(fire & 1)
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))