if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
- if(weaponslot(weaponentity) == 0)
- actor.vortex_charge = actor.(weaponentity).vortex_charge;
-
if(WEP_CVAR_SEC(vortex, chargepool))
if(actor.(weaponentity).vortex_chargepool_ammo < 1)
{
actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
}
- if(weaponslot(weaponentity) == 0)
- actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo;
-
if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else
METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
{
if (WEP_CVAR(vortex, charge)) {
- if (WEP_CVAR_SEC(vortex, chargepool)) {
- actor.vortex_chargepool_ammo = 1;
- }
- actor.vortex_charge = WEP_CVAR(vortex, charge_start);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];