self.nex_charge = autocvar_g_balance_nex_charge_start;
}
+ // all weapons must be fully loaded the first time we pick them up, so set their load to maximum at respawn
+ self.laser_load = autocvar_g_balance_laser_reload_ammo;
+ self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
+ self.uzi_load = autocvar_g_balance_uzi_reload_ammo;
+ self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo;
+ self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
+ self.electro_load = autocvar_g_balance_electro_reload_ammo;
+ self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
+ self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
+ self.nex_load = autocvar_g_balance_nex_reload_ammo;
+ self.minstanex_load = autocvar_g_balance_minstanex_reload_ammo;
+ self.sniperrifle_load = autocvar_g_balance_sniperrifle_reload_ammo;
+ self.seeker_load = autocvar_g_balance_seeker_reload_ammo;
+ self.hagar_load = autocvar_g_balance_hagar_reload_ammo;
+ self.fireball_load = autocvar_g_balance_fireball_reload_ammo;
+ self.rocketlauncher_load = autocvar_g_balance_rocketlauncher_reload_ammo;
+
if(inWarmupStage)
{
self.ammo_shells = warmup_start_ammo_shells;
WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
- WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_magazinecapacity); // rifle max bullets
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
return TRUE;
}
{
// do nothing
}
- else if(g_freezetag && self.freezetag_frozen == 1)
+ else if(self.freezetag_frozen)
{
// do nothing
}
}
target_voicescript_next(self);
+
+ // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
+ if(!self.weapon)
+ self.clip_load = self.clip_size = 0;
}
float isInvisibleString(string s)