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
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
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
+ 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
};\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
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