}
target_voicescript_next(this);
-
- // WEAPONTODO: Move into weaponsystem somehow
- // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(this.(weaponentity).m_weapon == WEP_Null)
- this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
- }
}
void DrownPlayer(entity this)
this.m_switchweapon = WEP_Null;
this.state = WS_CLEAR;
this.weaponname = "";
+ this.clip_load = this.clip_size = this.old_clip_load = 0;
return;
}
}
this.m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
this.weaponname = "";
+ this.clip_load = this.clip_size = this.old_clip_load = 0;
return;
}
{
if (w != WEP_Null && !(STAT(WEAPONS, actor) & WepSet_FromWeapon(w)))
{
- if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+ if (this.m_weapon == this.m_switchweapon)
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w = WEP_Null;
}
v_right = ri;
v_up = up;
Weapon wpn = this.m_weapon;
- this.weapon_think(wpn, actor, weaponentity,
- button_atck | (button_atck2 << 1));
+ this.weapon_think(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
}
else
{