const float STAT_NB_METERSTART = 45;\r
const float STAT_SHOTORG = 46; // compressShotOrigin\r
const float STAT_LEADLIMIT = 47;\r
-const float STAT_BULLETS_LOADED = 48;\r
-const float STAT_STOMACH_LOAD = 49;\r
-const float STAT_STOMACH_DIGESTING = 50;\r
-const float STAT_STOMACH_EATEN = 51;\r
+const float STAT_STOMACH_LOAD = 48;\r
+const float STAT_STOMACH_DIGESTING = 49;\r
+const float STAT_STOMACH_EATEN = 50;\r
const float CTF_STATE_ATTACK = 1;\r
const float CTF_STATE_DEFEND = 2;\r
const float CTF_STATE_COMMANDER = 3;\r
// the two weapon entities will notice this has changed and update their models\r
self.weapon = windex;\r
self.weaponname = e.mdl;\r
- self.bulletcounter = 0;\r
};\r
\r
// perform weapon to attack (weaponstate and attack_finished check is here)\r
}\r
ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();\r
}\r
- self.bulletcounter += 1;\r
//dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");\r
return TRUE;\r
};\r
vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot\r
.float stat_allow_oldnexbeam;\r
\r
-// reset to 0 on weapon switch\r
-// may be useful to all weapons\r
-.float bulletcounter;\r
-\r
void target_voicescript_next(entity pl);\r
void target_voicescript_clear(entity pl);\r
\r
float client_cefc_accumulatortime;\r
#endif\r
\r
-.float campingrifle_bulletcounter;\r
-\r
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE\r
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX\r
\r
addstat(STAT_DAMAGE_FIRED, AS_INT, stat_fired);\r
addstat(STAT_SHOTORG, AS_INT, stat_shotorg);\r
addstat(STAT_LEADLIMIT, AS_FLOAT, stat_leadlimit);\r
- addstat(STAT_BULLETS_LOADED, AS_INT, campingrifle_bulletcounter);\r
addstat(STAT_STOMACH_LOAD, AS_INT, stat_stomachload);\r
addstat(STAT_STOMACH_DIGESTING, AS_INT, stat_digesting);\r
addstat(STAT_STOMACH_EATEN, AS_INT, stat_eaten);\r