-void W_Reload()
+void W_TriggerReload()
{
weapon_action(self.weapon, WR_RELOAD);
}
}
else
{
- W_Reload();
+ W_TriggerReload();
}
};
wep.ammofield = thisammo;
own.ammofield -= thisammo;
s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
+
+ // if our weapon is loaded, give its load back to the player
+ if(self.weapon_load[self.weapon] > 0)
+ {
+ own.ammofield += self.weapon_load[self.weapon];
+ self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading
+ }
}
}
s = substring(s, 5, -1);
setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
self.weaponentity.state = WS_RAISE;
weapon_action(self.switchweapon, WR_SETUP);
+
+ // set our clip load to the load of the weapon we switched to, if it's reloadable
+ entity e;
+ e = get_weaponinfo(self.switchweapon);
+ if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
+ {
+ self.clip_load = self.weapon_load[self.switchweapon];
+ self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ }
+ else
+ self.clip_load = self.clip_size = 0;
+
// VorteX: add player model weapon select frame here
// setcustomframe(PlayerWeaponRaise);
weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);