.float hook_time_hooked;
.float hook_time_fueldecrease;
-void W_Hook_SetAmmoCounter()
-{
- // this weapon doesn't have a reload system, so always set the clip to 0 when switching to it
- self.clip_load = self.clip_size = 0; // also keeps crosshair ammo from displaying
-}
-
void W_Hook_ExplodeThink (void)
{
float dt, dmg_remaining_next, f;
{
local entity gren;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hook_secondary_ammo, FALSE);
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hook_secondary_ammo, FALSE);
W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CHAN_WEAPON, autocvar_g_balance_hook_secondary_damage);
gren = spawn ();
if (time > self.hook_refire)
if (weapon_prepareattack(0, -1))
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_hook_primary_fuel, FALSE);
+ W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_hook_primary_fuel, FALSE);
self.hook_state |= HOOK_FIRING;
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hook_primary_animtime, w_ready);
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_HOOK);
- W_Hook_SetAmmoCounter();
+ self.current_ammo = ammo_fuel;
self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
}
else if (req == WR_CHECKAMMO1)