//.float proxytime; = autoswitch
//.float tl; = wait
+// weapon load persistence, for weapons that support reloading
+.float seeker_load;
+
void W_Seeker_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
}
}
-
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Seeker_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
ammo_amount += (autocvar_g_balance_seeker_reload_ammo && self.seeker_load >= autocvar_g_balance_seeker_flac_ammo);
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.seeker_load = autocvar_g_balance_seeker_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_Seeker_Reload();
precache_sound("weapons/tag_impact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s played with tiny rockets";
+ w_deathtypestring = _("%s played with tiny rockets");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s ran into %s's flac";
+ w_deathtypestring = _("%s ran into %s's flac");
else
- w_deathtypestring = "%s was tagged by %s";
+ w_deathtypestring = _("%s was tagged by %s");
}
return TRUE;
}