.float hook_time_hooked;
.float hook_time_fueldecrease;
+void W_Hook_SetAmmoCounter()
+{
+ // this weapon doesn't have a reload system, so always set the clip to 0 when switching to it
+ self.clip_load = self.clip_size = 0; // also keeps crosshair ammo from displaying
+}
+
void W_Hook_ExplodeThink (void)
{
float dt, dmg_remaining_next, f;
else if (req == WR_SETUP)
{
weapon_setup(WEP_HOOK);
+ W_Hook_SetAmmoCounter();
self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
}
else if (req == WR_CHECKAMMO1)
.float porto_v_angle_held;
.vector right_vector;
+void W_Porto_SetAmmoCounter()
+{
+ // this weapon doesn't have a reload system, so always set the clip to 0 when switching to it
+ self.clip_load = self.clip_size = 0; // also keeps crosshair ammo from displaying
+}
+
void W_Porto_Success (void)
{
if(self.owner == world)
precache_sound ("porto/unsupported.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_PORTO);
+ W_Porto_SetAmmoCounter();
+ }
else if (req == WR_RESETPLAYER)
{
self.porto_current = world;
.entity tuba_note;
.float tuba_smoketime;
+void W_Tuba_SetAmmoCounter()
+{
+ // this weapon doesn't have a reload system, so always set the clip to 0 when switching to it
+ self.clip_load = self.clip_size = 0; // also keeps crosshair ammo from displaying
+}
+
float Tuba_GetNote(entity pl, float hittype)
{
float note;
// precache_sound(TUBA_NOTE(i));
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_TUBA);
+ W_Porto_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
return TRUE; // TODO use fuel?
else if (req == WR_CHECKAMMO2)