void W_Grenade_Attack (void)
{
- if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load <= 0)
- return; // reloading, so we are done
-
local entity gren;
W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
void W_Mine_Attack (void)
{
- if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load <= 0)
- return; // reloading, so we are done
-
entity mine;
entity flash;
float bulletconstant;
local entity flash;
- if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load <= 0)
- return; // reloading, so we are done
-
ammoamount = autocvar_g_balance_shotgun_primary_ammo;
bullets = autocvar_g_balance_shotgun_primary_bullets;
d = autocvar_g_balance_shotgun_primary_damage;
{
float r, sw, af;
- if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load <= 0)
- return; // reloading, so we are done
-
sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
af = ATTACK_FINISHED(self);
self.switchweapon = self.weapon;
void W_Uzi_Attack (float deathtype)
{
- if(autocvar_g_balance_uzi_reload_ammo && self.clip_load <= 0)
- return; // reloading, so we are done
-
W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
if (!g_norecoil)
{