void W_Reload()
{
- self.wish_reload = 1;
+ weapon_action(self.switchweapon, WR_RELOAD);
}
// switch between weapons
.float clip_load;
.float old_clip_load;
.float clip_size;
-.float wish_reload;
// weapon load persistence, for weapons that support reloading
.float laser_load;
}
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Crylink_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
}
}
}
-
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Electro_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Fireball_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_GrenadeLauncher_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Hagar_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_HLAC_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
W_SwitchWeapon (self.cnt);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Laser_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
if(minfound)
sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
}
-
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_MineLayer_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
self.weapon = w;
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Minstanex_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
}
}
-
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Nex_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_RocketLauncher_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
}
}
-
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Seeker_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Shotgun_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
}
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_SniperRifle_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_UZI_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{