#else
#ifdef SVQC
+// weapon load persistence, for weapons that support reloading
+.float uzi_load;
+
void W_UZI_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_UZI_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
}
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.uzi_load = autocvar_g_balance_uzi_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_UZI_Reload();
precache_sound("weapons/ric3.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s did the impossible";
+ w_deathtypestring = _("%s did the impossible");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s was sniped by %s";
+ w_deathtypestring = _("%s was sniped by %s");
else
- w_deathtypestring = "%s was riddled full of holes by %s";
+ w_deathtypestring = _("%s was riddled full of holes by %s");
}
return TRUE;
}