//.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
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;
}