.entity queuenext;
.entity queueprev;
-.float crylink_load;
-
void W_Crylink_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
precache_sound ("weapons/crylink_fire.wav");
precache_sound ("weapons/crylink_fire2.wav");
precache_sound ("weapons/crylink_linkjoin.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
{
else
return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
}
+ else if (req == WR_RELOAD)
+ {
+ W_Crylink_Reload();
+ }
+ else if (req == WR_SWITCHABLE)
+ {
+ // checks if this weapon can be switched to, when reloading is enabled
+ // returns true if there's either enough load in the weapon to use it,
+ // or we have enough ammo to reload the weapon to a usable point
+ float ammo_amount;
+ ammo_amount = min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo);
+ return self.crylink_load >= ammo_amount || self.ammo_cells >= ammo_amount;
+ }
return TRUE;
};
#endif
else
w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
}
- else if (req == WR_RELOAD)
- {
- W_Crylink_Reload();
- }
return TRUE;
}
#endif