}
if (w) {
- entity e = get_weaponinfo(self.weapon);
- if (e.wr_think) e.wr_think(e, self.BUTTON_ATCK, self.BUTTON_ATCK2);
+ Weapon e = get_weaponinfo(self.weapon);
+ e.wr_think(e, self.BUTTON_ATCK, self.BUTTON_ATCK2);
} else {
Weapon w = get_weaponinfo(self.weapon);
w.wr_gonethink(w);
self.clip_load = self.(weapon_load[self.weapon]) = -1;
}
-void W_DropEvent(.bool(Weapon) event, entity player, float weapon_type, entity weapon_item)
+void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
{SELFPARAM();
setself(player);
weapon_dropevent_item = weapon_item;