}\r
\r
entity gun;\r
- if(self.team) // exterior weapon\r
+ if(self.wait) // exterior weapon\r
{\r
// keep the digit attached to the same bone as the gun\r
setattachment(self, self.owner, "bip01 r hand");\r
self.colormod = gun.colormod; // used by the regurgitating colors\r
self.glowmod = gun.glowmod;\r
\r
+ string txt;\r
+ if(self.team) // weapon load display\r
+ {\r
+ txt = ftos(self.owner.weapon_load[self.owner.switchweapon]);\r
+ txt = substring(txt, self.cnt - 1, 1);\r
+ self.skin = stof(txt); // if it's not a float it becomes 0\r
+ }\r
+\r
self.nextthink = time;\r
}\r
\r
digit = spawn();\r
digit.owner = own;\r
digit.weapon = own.switchweapon;\r
- digit.team = exterior;\r
+ digit.wait = exterior;\r
+ digit.team = load;\r
+ digit.cnt = num;\r
e = get_weaponinfo(digit.weapon);\r
\r
if(load)\r
{\r
// weapon load digit\r
- digit.cnt = 0;\r
setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
}\r
else\r
{\r
// ammo count digit\r
- digit.cnt = 1;\r
setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
}\r
digit.think = W_DisplayDigitThink;\r