}
}
-void W_Shockwave_Melee(Weapon thiswep, entity actor, int fire)
+void W_Shockwave_Melee(Weapon thiswep, entity actor, int slot, int fire)
{
sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
else
{ self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); }
}
- METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, int fire))
+ METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, int slot, int fire))
{
if(fire & 1)
{