#else
#ifdef SVQC
-.float uzi_load;
-
void W_UZI_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
// casing code
if (autocvar_g_casings >= 2)
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_uzi_reload_ammo)
+ {
+ if (self.misc_bulletcounter == 1)
+ self.clip_load -= autocvar_g_balance_uzi_first_ammo;
+ else
+ self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
+ self.uzi_load = self.clip_load;
+ }
+ else
+ {
+ if (self.misc_bulletcounter == 1)
+ self.ammo_nails -= autocvar_g_balance_uzi_first_ammo;
+ else
+ self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
+ }
+ }
}
// weapon frames
precache_model ("models/weapons/v_uzi.md3");
precache_model ("models/weapons/h_uzi.iqm");
precache_sound ("weapons/uzi_fire.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
{