void W_HLAC_Attack (void)
{
- local entity missile;
+ entity missile;
float spread;
W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
void W_HLAC_Attack2f (void)
{
- local entity missile;
+ entity missile;
float spread;
spread = autocvar_g_balance_hlac_secondary_spread;
{
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
}
-};
+}
void spawnfunc_weapon_hlac (void)
{
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
- ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_primary_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
- ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_secondary_ammo;
+ ammo_amount += self.(weapon_load[WEP_HLAC]) >= autocvar_g_balance_hlac_secondary_ammo;
return ammo_amount;
}
else if (req == WR_RELOAD)
W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
}
return TRUE;
-};
+}
#endif
#ifdef CSQC
float w_hlac(float req)