.float old_clip_load;
.float clip_size;
-// weapon load persistence, for weapons that support reloading
-.float laser_load;
-.float shotgun_load;
-.float uzi_load;
-.float grenadelauncher_load;
-.float minelayer_load;
-.float electro_load;
-.float crylink_load;
-.float hlac_load;
-.float nex_load;
-.float minstanex_load;
-.float sniperrifle_load;
-.float seeker_load;
-.float hagar_load;
-.float fireball_load;
-.float rocketlauncher_load;
-
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
// when doing this, hagar can go through clones
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
.entity queuenext;
.entity queueprev;
+// weapon load persistence, for weapons that support reloading
+.float crylink_load;
+
void W_Crylink_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
.float electro_count;
.float electro_secondarytime;
+// weapon load persistence, for weapons that support reloading
+.float electro_load;
+
void W_Electro_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
.vector fireball_impactvec;
.float fireball_primarytime;
+// weapon load persistence, for weapons that support reloading
+.float fireball_load;
+
void W_Fireball_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
.float gl_detonate_later;
.float gl_bouncecnt;
+// weapon load persistence, for weapons that support reloading
+.float grenadelauncher_load;
+
void W_GrenadeLauncher_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
#ifdef SVQC
// NO bounce protection, as bounces are limited!
+// weapon load persistence, for weapons that support reloading
+.float hagar_load;
+
void W_Hagar_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
#else
#ifdef SVQC
+// weapon load persistence, for weapons that support reloading
+.float hlac_load;
+
void W_HLAC_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
#ifdef SVQC
void(float imp) W_SwitchWeapon;
+// weapon load persistence, for weapons that support reloading
+.float laser_load;
+
void W_Laser_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
.float minelayer_detonate, minelayer_mines;
.float mine_time;
+// weapon load persistence, for weapons that support reloading
+.float minelayer_load;
+
void W_MineLayer_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
#ifdef SVQC
.float minstanex_lasthit;
+// weapon load persistence, for weapons that support reloading
+.float minstanex_load;
+
void W_Minstanex_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
#else
#ifdef SVQC
+// weapon load persistence, for weapons that support reloading
+.float nex_load;
+
void W_Nex_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
.float rl_release;
.float rl_detonate_later;
+// weapon load persistence, for weapons that support reloading
+.float rocketlauncher_load;
+
void W_RocketLauncher_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
//.float proxytime; = autoswitch
//.float tl; = wait
+// weapon load persistence, for weapons that support reloading
+.float seeker_load;
+
void W_Seeker_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
#else
#ifdef SVQC
+// weapon load persistence, for weapons that support reloading
+.float shotgun_load;
+
void W_Shotgun_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
.float sniperrifle_accumulator;
+// weapon load persistence, for weapons that support reloading
+.float sniperrifle_load;
+
void W_SniperRifle_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
#else
#ifdef SVQC
+// weapon load persistence, for weapons that support reloading
+.float uzi_load;
+
void W_UZI_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading