#ifdef SVQC
// NO bounce protection, as bounces are limited!
+// weapon load persistence, for weapons that support reloading
+.float hagar_load;
+
void W_Hagar_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Hagar_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
ammo_amount += (autocvar_g_balance_hagar_reload_ammo && self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo);
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.hagar_load = autocvar_g_balance_hagar_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_Hagar_Reload();