From 2251b978d67b9dbbe5b7b034f7f78b8490179de6 Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Thu, 14 Jun 2018 00:48:32 +0200 Subject: [PATCH] Clip count was not properly reset when all ammo is used, this caused the enforcer and pulsegun to still play a reload animation even when reloading is disabled. --- zscript/enforcer.zsc | 4 ++-- zscript/pulsegun.zsc | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/zscript/enforcer.zsc b/zscript/enforcer.zsc index 240314a..469453f 100644 --- a/zscript/enforcer.zsc +++ b/zscript/enforcer.zsc @@ -273,12 +273,12 @@ Class Enforcer : UTWeapon replaces Pistol if ( slave ) { invoker.slaveclipcount--; - if ( !CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slaveclipcount <=0) ) invoker.slaveclipcount = Min(20,weap.Ammo1.Amount); + if ( !CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slaveclipcount <=0) ) invoker.slaveclipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20; } else { invoker.clipcount--; - if ( !CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.clipcount <=0) ) invoker.clipcount = Min(20,weap.Ammo1.Amount); + if ( !CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.clipcount <=0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20; } invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(32,255,128,0),1); diff --git a/zscript/pulsegun.zsc b/zscript/pulsegun.zsc index 83afd64..c8b7fc6 100644 --- a/zscript/pulsegun.zsc +++ b/zscript/pulsegun.zsc @@ -574,7 +574,7 @@ Class PulseGun : UTWeapon if ( weap.Ammo1.Amount <= 0 ) return; if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return; invoker.clipcount--; - if ( !CVar.GetCVar('flak_pulsereload').GetBool() && (invoker.clipcount <= 0) ) invoker.clipcount = Min(50,weap.Ammo1.Amount); + if ( !CVar.GetCVar('flak_pulsereload').GetBool() && (invoker.clipcount <= 0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(50,weap.Ammo1.Amount):50; invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(32,128,255,128),1); A_AlertMonsters(); @@ -634,7 +634,7 @@ Class PulseGun : UTWeapon if ( weap.Ammo1.Amount <= 0 ) return; if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return; invoker.clipcount--; - if ( !CVar.GetCVar('flak_pulsereload').GetBool() && (invoker.clipcount <=0) ) invoker.clipcount = Min(50,weap.Ammo1.Amount); + if ( !CVar.GetCVar('flak_pulsereload').GetBool() && (invoker.clipcount <=0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(50,weap.Ammo1.Amount):50; invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(32,128,255,128),1); A_AlertMonsters();