thiswep.wr_reload(thiswep, actor, weaponentity);
}
- if(fire & 1)
+ else if(fire & 1)
{
if(actor.(weaponentity).crylink_waitrelease != 1)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
}
}
- if((fire & 2) && autocvar_g_balance_crylink_secondary)
+ else if((fire & 2) && autocvar_g_balance_crylink_secondary)
{
if(actor.(weaponentity).crylink_waitrelease != 2)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
// if the laser uses load, we also consider its ammo for reloading
if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
+ actor.(weaponentity).hagar_load = false; // rocket minsta exclusive var
+ return;
} else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
+ actor.(weaponentity).hagar_load = false; // rocket minsta exclusive var
+ return;
}
if((fire & 1) && (GetResource(actor, RES_CELLS) || !autocvar_g_rm) && !weaponLocked(actor))
{
if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
{
bool rapid = autocvar_g_rm_laser_rapid;
- if(actor.(weaponentity).jump_interval <= time && !actor.(weaponentity).held_down)
+ //hagar_load was previously named held_down
+ if(actor.(weaponentity).jump_interval <= time && !actor.(weaponentity).hagar_load)
{
if(rapid)
- actor.(weaponentity).held_down = true;
+ actor.(weaponentity).hagar_load = true;
actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire;
actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
impressive_hits = 0;
W_RocketMinsta_Attack(actor, weaponentity, 0);
}
- else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).held_down)
+ else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).hagar_load)
{
actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
impressive_hits = 0;
}
}
else
- actor.(weaponentity).held_down = false;
+ actor.(weaponentity).hagar_load = false;
}
METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
{