self.weapon_load[self.weapon] = self.clip_load;
}
else
- {
- self.current_ammo = ammo_type;
self.(self.current_ammo) -= ammo_use;
- }
}
}
void W_Reload(.float sent_ammo_player, float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
{
- self.current_ammo = sent_ammo_player;
+ //self.current_ammo = sent_ammo_player;
self.reload_ammo_min = sent_ammo_min;
self.reload_ammo_amount = sent_ammo_amount;
self.reload_time = sent_time;
else if (req == WR_SETUP)
{
weapon_setup(WEP_CRYLINK);
+ self.current_ammo = ammo_cells;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_ELECTRO);
+ self.current_ammo = ammo_cells;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_FIREBALL);
+ self.current_ammo = ammo_fuel;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_GRENADE_LAUNCHER);
+ self.current_ammo = ammo_rockets;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_HAGAR);
+ self.current_ammo = ammo_rockets;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_HLAC);
+ self.current_ammo = ammo_cells;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_HOOK);
+ self.current_ammo = ammo_fuel;
self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
}
else if (req == WR_CHECKAMMO1)
else if (req == WR_SETUP)
{
weapon_setup(WEP_LASER);
+ self.current_ammo = zero_ammo;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_MINE_LAYER);
+ self.current_ammo = ammo_rockets;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_MINSTANEX);
+ self.current_ammo = ammo_cells;
self.minstanex_lasthit = 0;
}
else if (req == WR_CHECKAMMO1)
else if (req == WR_SETUP)
{
weapon_setup(WEP_NEX);
+ self.current_ammo = ammo_cells;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_PORTO);
+ self.current_ammo = zero_ammo;
}
else if (req == WR_RESETPLAYER)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_ROCKET_LAUNCHER);
+ self.current_ammo = ammo_rockets;
self.rl_release = 1;
}
else if (req == WR_CHECKAMMO1)
else if (req == WR_SETUP)
{
weapon_setup(WEP_SEEKER);
+ self.current_ammo = ammo_rockets;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_SHOTGUN);
+ self.current_ammo = ammo_shells;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_SNIPERRIFLE);
+ self.current_ammo = ammo_nails;
}
else if (req == WR_CHECKAMMO1)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_TUBA);
+ self.current_ammo = zero_ammo;
}
else if (req == WR_CHECKAMMO1)
return TRUE; // TODO use fuel?