METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
- thiswep.wr_reload(thiswep);
+ thiswep.wr_reload(thiswep, actor, weaponentity);
} else
if(WEP_CVAR(machinegun, mode) == 1)
{
}
return ammo_amount;
}
- METHOD(MachineGun, wr_reload, void(entity thiswep))
+ METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
}