switch(imp)
{
case 10:
- W_NextWeapon (0);
+ W_NextWeapon(0);
break;
case 11:
W_LastWeapon();
break;
case 12:
- W_PreviousWeapon (0);
+ W_PreviousWeapon(0);
break;
case 13:
- W_SwitchWeapon (w_getbestweapon(self));
+ W_SwitchWeapon(w_getbestweapon(self));
break;
case 14:
W_NextWeaponOnImpulse(0);
break;
case 15:
- W_NextWeapon (2);
+ W_NextWeapon(2);
break;
case 16:
- W_PreviousWeapon (2);
+ W_PreviousWeapon(2);
break;
case 17:
W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
break;
case 18:
- W_NextWeapon (1);
+ W_NextWeapon(1);
break;
case 19:
- W_PreviousWeapon (1);
+ W_PreviousWeapon(1);
break;
case 20:
- W_TriggerReload ();
+ WEP_ACTION(self.weapon, WR_RELOAD);
break;
}
}
-void W_TriggerReload()
-{
- WEP_ACTION(self.weapon, WR_RELOAD);
-}
-
// switch between weapons
void W_SwitchWeapon(float imp)
{
}
else
{
- W_TriggerReload();
+ WEP_ACTION(self.weapon, WR_RELOAD);
}
}