.float rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, int fire)
+void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, int slot, int fire)
{
float r, sw, af;
}
}
}
- METHOD(Rifle, wr_think, void(entity thiswep, entity actor, int fire))
+ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, int slot, int fire))
{
if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
Weapon w = get_weaponinfo(actor.weapon);