else if(button_zoom || zoomscript_caught)\r
reticle_type = 1; // normal zoom\r
\r
- if(cvar("cl_reticle_stretch"))\r
+ if (reticle_type)\r
{\r
- reticle_size_x = vid_conwidth;\r
- reticle_size_y = vid_conheight;\r
- reticle_pos_x = 0;\r
- reticle_pos_y = 0;\r
- }\r
- else\r
- {\r
- reticle_size_x = max(vid_conwidth, vid_conheight);\r
- reticle_size_y = max(vid_conwidth, vid_conheight);\r
- reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
- reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
- }\r
+ if(cvar("cl_reticle_stretch"))\r
+ {\r
+ reticle_size_x = vid_conwidth;\r
+ reticle_size_y = vid_conheight;\r
+ reticle_pos_x = 0;\r
+ reticle_pos_y = 0;\r
+ }\r
+ else\r
+ {\r
+ reticle_size_x = max(vid_conwidth, vid_conheight);\r
+ reticle_size_y = max(vid_conwidth, vid_conheight);\r
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
+ }\r
\r
- f = current_zoomfraction;\r
- if(zoomscript_caught)\r
- f = 1;\r
- if(cvar("cl_reticle_item_normal"))\r
- {\r
- precache_pic("gfx/reticle_normal");\r
- if(reticle_type == 1 && f)\r
- drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
- }\r
- if(cvar("cl_reticle_item_weapon"))\r
- {\r
- precache_pic("gfx/reticle_weapon");\r
- if(reticle_type == 2 && f)\r
- drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+ f = current_zoomfraction;\r
+ if(zoomscript_caught)\r
+ f = 1;\r
+ if(cvar("cl_reticle_item_normal"))\r
+ {\r
+ if(reticle_type == 1 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
+ }\r
+ if(cvar("cl_reticle_item_weapon"))\r
+ {\r
+ if(reticle_type == 2 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+ }\r
}\r
\r
// screen effects\r
self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
\r
// if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load\r
- if(!self.reload_ammo_min)\r
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)\r
self.clip_load = self.reload_ammo_amount;\r
else\r
{\r
while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have\r
{\r
self.clip_load += 1;\r
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
- self.(self.current_ammo) -= 1;\r
+ self.(self.current_ammo) -= 1;\r
}\r
}\r
self.weapon_load[self.weapon] = self.clip_load;\r
\r
// no ammo, so nothing to load\r
if(!self.(self.current_ammo) && self.reload_ammo_min)\r
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
{\r
if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)\r
{\r