if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
{
W_Fireball_Attack1_Frame0();
- self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
+ self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2 * W_WeaponRateFactor();
}
}
else if (self.BUTTON_ATCK2)
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
- ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_primary_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
- ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_secondary_ammo;
+ ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_secondary_ammo;
return ammo_amount;
}
else if (req == WR_RESETPLAYER)