self.nex_charge = autocvar_g_balance_nex_charge_start;
}
- // all weapons must be fully loaded the first time we pick them up, so set their load to maximum at respawn
- self.laser_load = autocvar_g_balance_laser_reload_ammo;
- self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
- self.uzi_load = autocvar_g_balance_uzi_reload_ammo;
- self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo;
- self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
- self.electro_load = autocvar_g_balance_electro_reload_ammo;
- self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
- self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
- self.nex_load = autocvar_g_balance_nex_reload_ammo;
- self.minstanex_load = autocvar_g_balance_minstanex_reload_ammo;
- self.sniperrifle_load = autocvar_g_balance_sniperrifle_reload_ammo;
- self.seeker_load = autocvar_g_balance_seeker_reload_ammo;
- self.hagar_load = autocvar_g_balance_hagar_reload_ammo;
- self.fireball_load = autocvar_g_balance_fireball_reload_ammo;
- self.rocketlauncher_load = autocvar_g_balance_rocketlauncher_reload_ammo;
-
if(inWarmupStage)
{
self.ammo_shells = warmup_start_ammo_shells;
ammo_amount += (autocvar_g_balance_crylink_reload_ammo && self.crylink_load >= autocvar_g_balance_crylink_secondary_ammo);
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_Crylink_Reload();
else if (req == WR_RESETPLAYER)
{
self.electro_secondarytime = time;
+
+ // all weapons must be fully loaded when we spawn
+ self.electro_load = autocvar_g_balance_electro_reload_ammo;
}
else if (req == WR_RELOAD)
{
else if (req == WR_RESETPLAYER)
{
self.fireball_primarytime = time;
+
+ // all weapons must be fully loaded when we spawn
+ self.fireball_load = autocvar_g_balance_fireball_reload_ammo;
}
else if (req == WR_RELOAD)
{
ammo_amount += (autocvar_g_balance_grenadelauncher_reload_ammo && self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo);
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_GrenadeLauncher_Reload();
ammo_amount += (autocvar_g_balance_hagar_reload_ammo && self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo);
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.hagar_load = autocvar_g_balance_hagar_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_Hagar_Reload();
ammo_amount += (autocvar_g_balance_hlac_reload_ammo && self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo);
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_HLAC_Reload();
W_Laser_SetAmmoCounter();
}
else if (req == WR_CHECKAMMO1)
+ {
return TRUE;
+ }
else if (req == WR_CHECKAMMO2)
+ {
return TRUE;
+ }
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.laser_load = autocvar_g_balance_laser_reload_ammo;
+ }
else if (req == WR_RELOAD)
+ {
W_Laser_Reload();
+ }
return TRUE;
};
#endif
{
return FALSE;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_MineLayer_Reload();
else if (req == WR_RESETPLAYER)
{
self.minstanex_lasthit = 0;
+
+ // all weapons must be fully loaded when we spawn
+ self.minstanex_load = autocvar_g_balance_minstanex_reload_ammo;
}
else if (req == WR_RELOAD)
{
ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_secondary_ammo);
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.nex_load = autocvar_g_balance_nex_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_Nex_Reload();
else if (req == WR_RESETPLAYER)
{
self.rl_release = 0;
+
+ // all weapons must be fully loaded when we spawn
+ self.rocketlauncher_load = autocvar_g_balance_rocketlauncher_reload_ammo;
}
else if (req == WR_RELOAD)
{
ammo_amount += (autocvar_g_balance_seeker_reload_ammo && self.seeker_load >= autocvar_g_balance_seeker_flac_ammo);
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.seeker_load = autocvar_g_balance_seeker_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_Seeker_Reload();
}
else if (req == WR_CHECKAMMO2)
{
- // melee attack must always be available
+ // melee attack is always available
return TRUE;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_Shotgun_Reload();
ammo_amount += (autocvar_g_balance_sniperrifle_reload_ammo && self.sniperrifle_load >= autocvar_g_balance_sniperrifle_secondary_ammo);
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.sniperrifle_load = autocvar_g_balance_sniperrifle_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_SniperRifle_Reload();
}
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();