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.
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046833ccc1
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2251b978d6
2 changed files with 4 additions and 4 deletions
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@ -273,12 +273,12 @@ Class Enforcer : UTWeapon replaces Pistol
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if ( slave )
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{
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invoker.slaveclipcount--;
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if ( !CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slaveclipcount <=0) ) invoker.slaveclipcount = Min(20,weap.Ammo1.Amount);
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if ( !CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slaveclipcount <=0) ) invoker.slaveclipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20;
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}
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else
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{
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invoker.clipcount--;
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if ( !CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.clipcount <=0) ) invoker.clipcount = Min(20,weap.Ammo1.Amount);
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if ( !CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.clipcount <=0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20;
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}
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
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