float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
float WR_SWITCHABLE = 12; // (CSQC) impact effect
float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
+float WR_DROP = 14; // (SVQC) does not need to do anything
float HUD_PANEL_WEAPONS = 0;
if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
W_Hagar_Attack2_Load_Release();
}
+ else if (req == WR_DROP)
+ {
+ if(self.hagar_load)
+ {
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
+ self.hagar_load = 0;
+ }
+ }
else if (req == WR_RELOAD)
{
W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");