.float hook_time_hooked;
.float hook_time_fueldecrease;
-void W_Hook_SetAmmoCounter()
-{
- // this weapon doesn't have a reload system, so always set the clip to 0 when switching to it
- self.clip_load = self.clip_size = 0; // also keeps crosshair ammo from displaying
-}
-
void W_Hook_ExplodeThink (void)
{
float dt, dmg_remaining_next, f;
else if (req == WR_SETUP)
{
weapon_setup(WEP_HOOK);
- W_Hook_SetAmmoCounter();
self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
}
else if (req == WR_CHECKAMMO1)
.float porto_v_angle_held;
.vector right_vector;
-void W_Porto_SetAmmoCounter()
-{
- // this weapon doesn't have a reload system, so always set the clip to 0 when switching to it
- self.clip_load = self.clip_size = 0; // also keeps crosshair ammo from displaying
-}
-
void W_Porto_Success (void)
{
if(self.owner == world)
else if (req == WR_SETUP)
{
weapon_setup(WEP_PORTO);
- W_Porto_SetAmmoCounter();
}
else if (req == WR_RESETPLAYER)
{
.entity tuba_note;
.float tuba_smoketime;
-void W_Tuba_SetAmmoCounter()
-{
- // this weapon doesn't have a reload system, so always set the clip to 0 when switching to it
- self.clip_load = self.clip_size = 0; // also keeps crosshair ammo from displaying
-}
-
float Tuba_GetNote(entity pl, float hittype)
{
float note;
else if (req == WR_SETUP)
{
weapon_setup(WEP_TUBA);
- W_Porto_SetAmmoCounter();
}
else if (req == WR_CHECKAMMO1)
return TRUE; // TODO use fuel?