#include "mutator.qh"
-void W_Blaster_Attack(float, float, float, float, float, float, float, float, float, float);
+void W_Blaster_Attack(entity, float, float, float, float, float, float, float, float, float, float);
void spawnfunc_weapon_hmg();
void spawnfunc_weapon_rpc();
int oldwep = self.weapon;
self.weapon = WEP_BLASTER.m_id;
W_Blaster_Attack(
+ self,
WEP_BLASTER.m_id | HITTYPE_SECONDARY,
WEP_CVAR_SEC(vaporizer, shotangle),
WEP_CVAR_SEC(vaporizer, damage),
}
Weapon wpn = get_weaponinfo(self.weapon);
if(self.weaponentity.state != WS_CLEAR)
- w_ready(wpn, self.BUTTON_ATCK, self.BUTTON_ATCK2);
+ w_ready(wpn, self, self.BUTTON_ATCK, self.BUTTON_ATCK2);
self.weapon_blocked = true;
}