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.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
+ self.sniperrifle_load = autocvar_g_balance_sniperrifle_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;
+
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
}
self.modelflags &~= MF_ROCKET;
}
- self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
+ self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
return;