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Server: Add check for partial and full reloads in weapon_core.qc
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parent
3364b19a4b
commit
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1 changed files with 18 additions and 2 deletions
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@ -482,6 +482,7 @@ void(float side) W_Reload =
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delay = getWeaponDelay(self.weapon,RELOAD);
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void(optional float t) endanimfunc = SUB_Null;
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// TODO: Make browning use new reload status frames
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if (self.weapon == W_BROWNING || self.weapon == W_ACCELERATOR) {
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if (!self.currentmag) {
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startframe = 26;
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@ -502,7 +503,22 @@ void(float side) W_Reload =
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reloadcancelframe = 0;
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delay = 0.8;
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endanimfunc = ContinueReload;
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} else if (self.weapon == W_M1 || self.weapon == W_M1000) {
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}
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// Check for special reload type
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else if (GetFrame(self.weapon, RELOAD_EMPTY_START) != 0) {
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//reloadcancelframe = GetFrame(self.weapon, RELOAD_CANCEL);
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if (self.currentmag > 0) {
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startframe = GetFrame(self.weapon, RELOAD_PART_START);
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endframe = GetFrame(self.weapon, RELOAD_PART_END);
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delay = getWeaponDelay(self.weapon, RELOAD_PAR);
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} else {
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startframe = GetFrame(self.weapon, RELOAD_EMPTY_START);
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endframe = GetFrame(self.weapon, RELOAD_EMPTY_END);
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delay = getWeaponDelay(self.weapon, RELOAD_EMP);
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}
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endanimfunc = W_AdvanceAnim;
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}
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/* else if (self.weapon == W_M1 || self.weapon == W_M1000) {
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if (self.currentmag > 0) {
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startframe = 4;
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endframe = 44;
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@ -516,7 +532,7 @@ void(float side) W_Reload =
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delay = 3.6;
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endanimfunc = W_Give_Ammo;
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}
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} else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
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} */else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
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if (self.currentmag == 0) {
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self.NeedLoad = true;
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}
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