.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;
else if (req == WR_SETUP)
{
weapon_setup(WEP_TUBA);
- W_Porto_SetAmmoCounter();
+ self.current_ammo = ammo_none;
}
else if (req == WR_CHECKAMMO1)
return TRUE; // TODO use fuel?
else if (req == WR_CHECKAMMO2)
return TRUE; // TODO use fuel?
- else if (req == WR_SWITCHABLE)
- {
- // no reloading system, return true
- return TRUE;
- }
return TRUE;
};
#endif
}
else if (req == WR_SUICIDEMESSAGE)
{
- w_deathtypestring = "%s hurt his own ears with the @!#%%'n Tuba";
+ w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Tuba");
}
else if (req == WR_KILLMESSAGE)
{
- w_deathtypestring = "%s died of %s's great playing on the @!#%%'n Tuba";
+ w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Tuba");
}
return TRUE;
}