+void W_TriggerReload()\r
+{\r
+ weapon_action(self.weapon, WR_RELOAD);\r
+}\r
+\r
// switch between weapons\r
void W_SwitchWeapon(float imp)\r
{\r
if (client_hasweapon(self, imp, TRUE, TRUE))\r
W_SwitchWeapon_Force(self, imp);\r
}\r
+ else\r
+ {\r
+ W_TriggerReload();\r
+ }\r
};\r
\r
.float weaponcomplainindex;\r
self = oldself;\r
if(startitem_failed)\r
return string_null;\r
+ wep.colormod = wep.owner.colormod; // used by the regurgitating colors\r
+ wep.glowmod = own.weaponentity_glowmod;\r
wep.think = thrown_wep_think;\r
wep.nextthink = time + 0.5;\r
return "";\r
wep.ammofield = thisammo;\r
own.ammofield -= thisammo;\r
s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));\r
+\r
+ // if our weapon is loaded, give its load back to the player\r
+ if(self.weapon_load[self.weapon] > 0)\r
+ {\r
+ own.ammofield += self.weapon_load[self.weapon];\r
+ self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading\r
+ }\r
}\r
}\r
s = substring(s, 5, -1);\r
}\r
+ wep.colormod = wep.owner.colormod; // used by the regurgitating colors\r
+ wep.glowmod = own.weaponentity_glowmod;\r
wep.think = thrown_wep_think;\r
wep.nextthink = time + 0.5;\r
return s;\r
w = self.weapon;\r
if (w == 0)\r
return; // just in case\r
+ if(self.stat_eaten && self.dropweapon_check)\r
+ return; // can't drop weapons from the stomach\r
if (g_lms)\r
return;\r
if (!cvar("g_pickup_items"))\r
return;\r
- if (g_ca)\r
- return;\r
if(!cvar("g_weapon_throwable"))\r
return;\r
if(cvar("g_weapon_stay") == 1)\r
setanim(self, self.anim_draw, FALSE, TRUE, TRUE);\r
self.weaponentity.state = WS_RAISE;\r
weapon_action(self.switchweapon, WR_SETUP);\r
+\r
+ // set our clip load to the load of the weapon we switched to, if it's reloadable\r
+ entity e;\r
+ e = get_weaponinfo(self.switchweapon);\r
+ if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars\r
+ {\r
+ self.clip_load = self.weapon_load[self.switchweapon];\r
+ self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+ }\r
+ else\r
+ self.clip_load = self.clip_size = 0;\r
+\r
// VorteX: add player model weapon select frame here\r
// setcustomframe(PlayerWeaponRaise);\r
weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);\r