const float STAT_SHOTORG = 46; // compressShotOrigin\r
const float STAT_LEADLIMIT = 47;\r
const float STAT_WINNING = 48;\r
-const float STAT_LAST_PICKUP = 49;\r
-const float STAT_VORE_LOAD = 50;\r
-const float STAT_VORE_DIGESTING = 51;\r
-const float STAT_VORE_EATEN = 52;\r
-const float STAT_VORE_CANLEAVE = 53;\r
+const float STAT_WEAPON_CLIPLOAD = 49;\r
+const float STAT_WEAPON_CLIPSIZE = 50;\r
+const float STAT_LAST_PICKUP = 51;\r
+const float STAT_VORE_LOAD = 52;\r
+const float STAT_VORE_DIGESTING = 53;\r
+const float STAT_VORE_EATEN = 54;\r
+const float STAT_VORE_CANLEAVE = 55;\r
const float CTF_STATE_ATTACK = 1;\r
const float CTF_STATE_DEFEND = 2;\r
const float CTF_STATE_COMMANDER = 3;\r
\r
-const float STAT_HUD = 54;\r
+const float STAT_HUD = 56;\r
const float HUD_NORMAL = 0;\r
\r
// moved that here so the client knows the max.\r
self.armortype = spectatee.armortype;\r
self.armorvalue = spectatee.armorvalue;\r
self.ammo_fuel = spectatee.ammo_fuel;\r
+ self.clip_load = spectatee.clip_load;\r
+ self.clip_size = spectatee.clip_size;\r
self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
self.health = spectatee.health;\r
self.impulse = 0;\r
}\r
\r
target_voicescript_next(self);\r
+\r
+ // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
+ if(!self.weapon)\r
+ self.clip_load = self.clip_size = 0;\r
}\r
\r
float isInvisibleString(string s)\r
addstat(STAT_DAMAGE_FIRED, AS_INT, stat_fired);\r
addstat(STAT_SHOTORG, AS_INT, stat_shotorg);\r
addstat(STAT_LEADLIMIT, AS_FLOAT, stat_leadlimit);\r
+ addstat(STAT_WEAPON_CLIPLOAD, AS_INT, clip_load);\r
+ addstat(STAT_WEAPON_CLIPSIZE, AS_INT, clip_size);\r
addstat(STAT_LAST_PICKUP, AS_FLOAT, last_pickup);\r
addstat(STAT_WINNING, AS_FLOAT, winning);\r
addstat(STAT_VORE_LOAD, AS_INT, stat_stomachload);\r