return self.ammo_nails >= cvar("g_balance_campingrifle_primary_ammo");
else if (req == WR_CHECKAMMO2)
return self.ammo_nails >= cvar("g_balance_campingrifle_secondary_ammo");
- else if (req == WR_SUICIDEMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "shot themself automatically";
- else
- w_deathtypestring = "sniped themself somehow";
- }
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- w_deathtypestring = "failed to hide from #'s bullet hail";
- else
- w_deathtypestring = "died in #'s bullet hail";
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- {
- // TODO special headshot message here too?
- w_deathtypestring = "failed to hide from #'s rifle";
- }
- else
- {
- if(w_deathtype & HITTYPE_HEADSHOT)
- w_deathtypestring = "got hit in the head by #";
- else
- w_deathtypestring = "was sniped by #";
- }
- }
- }
else if (req == WR_RELOAD)
{
W_CampingRifle_Reload();
precache_sound("weapons/ric2.wav");
precache_sound("weapons/ric3.wav");
}
+ else if (req == WR_SUICIDEMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ w_deathtypestring = "shot themself automatically";
+ else
+ w_deathtypestring = "sniped themself somehow";
+ }
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ w_deathtypestring = "failed to hide from #'s bullet hail";
+ else
+ w_deathtypestring = "died in #'s bullet hail";
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ {
+ // TODO special headshot message here too?
+ w_deathtypestring = "failed to hide from #'s rifle";
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_HEADSHOT)
+ w_deathtypestring = "got hit in the head by #";
+ else
+ w_deathtypestring = "was sniped by #";
+ }
+ }
+ }
return TRUE;
}
#endif