ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)\r
\r
if (!g_norecoil)\r
- ent.punchangle_x = recoil * -1;\r
+ ent.punchangle_x -= recoil;\r
\r
if (snd != "")\r
{\r
if(ammo_reload)\r
{\r
self.clip_load -= ammo_use;\r
- self.weapon_load[self.weapon] = self.clip_load;\r
+ self.(weapon_load[self.weapon]) = self.clip_load;\r
}\r
else\r
self.(self.current_ammo) -= ammo_use;\r
// if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out\r
if(self.stat_eaten)\r
{\r
- self.clip_load = self.weapon_load[self.weapon] = -1;\r
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
w_ready(); // don't keep executing each frame\r
return;\r
}\r
self.(self.current_ammo) -= 1;\r
}\r
}\r
- self.weapon_load[self.weapon] = self.clip_load;\r
+ self.(weapon_load[self.weapon]) = self.clip_load;\r
\r
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
if(self.clip_load < 0)\r
self.clip_load = 0;\r
self.old_clip_load = self.clip_load;\r
- self.clip_load = self.weapon_load[self.weapon] = -1;\r
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;\r
}
\ No newline at end of file