.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)
else if (req == WR_SETUP)
{
weapon_setup(WEP_PORTO);
- W_Porto_SetAmmoCounter();
+ self.current_ammo = ammo_none;
}
else if (req == WR_RESETPLAYER)
{
self.porto_current = world;
}
- else if (req == WR_SWITCHABLE)
- {
- // no reloading system, return true
- return TRUE;
- }
return TRUE;
};
#endif
// nothing to do
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s did the impossible";
+ w_deathtypestring = _("%s did the impossible");
else if (req == WR_KILLMESSAGE)
- w_deathtypestring = "%s felt %s doing the impossible to him";
+ w_deathtypestring = _("%s felt %s doing the impossible to him");
return TRUE;
}
#endif