float cr_maxbullets;
+float minelayer_maxmines;
+
float bgmtime;
string weaponorder_byimpulse;
serverflags = ReadByte();
cr_maxbullets = ReadByte();
+
+ minelayer_maxmines = ReadByte();
g_trueaim_minrange = ReadCoord();
ring_image = "gfx/crosshair_ring_nexgun.tga";
ring_rgb = wcross_color;
}
- else if (activeweapon == WEP_MINE_LAYER && autocvar_crosshair_ring_minelayer)
+ else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
{
- ring_value = bound(0, getstati(STAT_LAYED_MINES) / 3, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+ ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
ring_alpha = wcross_alpha * autocvar_crosshair_ring_minelayer_alpha;
ring_image = "gfx/crosshair_ring.tga";
ring_rgb = wcross_color;
const float TE_CSQC_WEAPONCOMPLAIN = 113;
const float TE_CSQC_NEX_SCOPE = 116;
const float TE_CSQC_CR_MAXBULLETS = 117;
+const float TE_CSQC_MINELAYER_MAXMINES = 118;
const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
const float RACE_NET_CHECKPOINT_CLEAR = 1;
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_magazinecapacity); // rifle max bullets
+ WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // rifle max bullets
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
return TRUE;
}