ring_scale = autocvar_crosshair_ring_size;
float weapon_clipload, weapon_clipsize;
- weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
- weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+ weapon_clipload = STAT(WEAPON_CLIPLOAD);
+ weapon_clipsize = STAT(WEAPON_CLIPSIZE);
float ok_ammo_charge, ok_ammo_chargepool;
ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
STAT_LAST_VECTOR
};
-const int REGISTERED_STATS = 12;
+const int REGISTERED_STATS = 14;
REGISTER_STAT(KH_KEYS, int)
/** weapon requested to switch to; next WANTED weapon (for HUD) */
/** compressShotOrigin */
REGISTER_STAT(SHOTORG, int)
REGISTER_STAT(LEADLIMIT, float)
+REGISTER_STAT(WEAPON_CLIPLOAD, int)
+REGISTER_STAT(WEAPON_CLIPSIZE, int)
enum {
STAT_FIRST_MAIN = (STAT_LAST_VECTOR - 1) + REGISTERED_STATS,
- STAT_WEAPON_CLIPLOAD,
- STAT_WEAPON_CLIPSIZE,
STAT_VORTEX_CHARGE,
STAT_LAST_PICKUP,
STAT_HUD,
.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
-.float clip_load;
+.float clip_load = _STAT(WEAPON_CLIPLOAD);
.float old_clip_load;
-.float clip_size;
+.float clip_size = _STAT(WEAPON_CLIPSIZE);
.float minelayer_mines;
.float vortex_charge;
addstat(STAT_SUPERWEAPONS_FINISHED, AS_FLOAT, superweapons_finished);
addstat(STAT_PLASMA, AS_INT, ammo_plasma);
- addstat(STAT_WEAPON_CLIPLOAD, AS_INT, clip_load);
- addstat(STAT_WEAPON_CLIPSIZE, AS_INT, clip_size);
addstat(STAT_LAST_PICKUP, AS_FLOAT, last_pickup);
addstat(STAT_HIT_TIME, AS_FLOAT, hit_time);
addstat(STAT_DAMAGE_DEALT_TOTAL, AS_INT, damage_dealt_total);