METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, 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);
- w.wr_reload(w);
+ thiswep.wr_reload(thiswep);
} else
{
actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
if(WEP_CVAR(rifle, secondary))
{
if(WEP_CVAR_SEC(rifle, reload)) {
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
+ thiswep.wr_reload(thiswep);
} else
{
if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))