METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(autocvar_g_balance_mortar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) { // forced reload
- thiswep.wr_reload(thiswep);
+ thiswep.wr_reload(thiswep, actor, weaponentity);
} else if(fire & 1)
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
return ammo_amount;
}
- METHOD(Mortar, wr_reload, void(entity thiswep))
+ METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
}