+void W_TriggerReload()\r
+{\r
+ // don't trigger reload if holding the weapon attack button\r
+ if(self.BUTTON_ATCK2)\r
+ return;\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
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
};\r
\r
// Bringed back weapon frame\r
+.float display_setup;\r
void W_WeaponFrame()\r
{\r
vector fo, ri, up;\r
+ entity e;\r
\r
if (frametime)\r
self.weapon_frametime = frametime;\r
ri = v_right;\r
up = v_up;\r
\r
+ if(!self.display_setup)\r
+ {\r
+ if(self.weaponentity.modelindex && self.exteriorweaponentity.modelindex)\r
+ {\r
+ float i;\r
+ e = get_weaponinfo(self.weapon);\r
+\r
+ for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(i) , ".md3")); i++)\r
+ {\r
+ W_DisplayDigitSetup(self, i, TRUE, FALSE); // weapon load digit, view model\r
+ W_DisplayDigitSetup(self, i, TRUE, TRUE); // weapon load digit, exterior model\r
+ }\r
+ for(i = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(i) , ".md3")); i++)\r
+ {\r
+ W_DisplayDigitSetup(self, i, FALSE, FALSE); // ammo count digit, view model\r
+ W_DisplayDigitSetup(self, i, FALSE, TRUE); // ammo count digit, exterior model\r
+ }\r
+\r
+ self.display_setup = TRUE;\r
+ }\r
+ }\r
+ else if(self.weapon != self.switchweapon || self.classname != "player" || self.deadflag != DEAD_NO)\r
+ self.display_setup = FALSE;\r
+\r
// Change weapon\r
if (self.weapon != self.switchweapon)\r
{\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
+ 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