}
else
setattachment(self, self.owner, "bip01 r hand");
-
- // if that didn't find a tag, hide the exterior weapon model
- if (!self.tag_index)
- self.model = "";
}
self.effects = self.owner.effects;
if(sv_pitch_min == sv_pitch_max)
entity e;
e = get_weaponinfo(windex);
self.items &~= IT_AMMO;
- self.items = self.items | e.items;
+ self.items = self.items | (e.items & IT_AMMO);
// the two weapon entities will notice this has changed and update their models
self.weapon = windex;
// now begin the reloading process
- sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTN_NORM);
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,