From c5be5ae0c704273c65f0f42c4201e8d17b13e646 Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Sat, 28 Sep 2019 23:48:57 +0200 Subject: [PATCH] Hotfix: Pulsegun clipcount is ignored while firing. --- zscript/pulsegun.zsc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/zscript/pulsegun.zsc b/zscript/pulsegun.zsc index 5ee4be1..177c820 100644 --- a/zscript/pulsegun.zsc +++ b/zscript/pulsegun.zsc @@ -539,7 +539,7 @@ Class PulseGun : UTWeapon { Weapon weap = Weapon(invoker); if ( !weap ) return; - if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ALTATTACK) ) + if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ALTATTACK) || (flak_pulsereload && (invoker.clipcount <= 0)) ) { player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease")); return; @@ -583,7 +583,7 @@ Class PulseGun : UTWeapon { Weapon weap = Weapon(invoker); if ( !weap || !player ) return; - if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 0) ) + if ( (flak_pulsereload && (invoker.clipcount <= 0)) || (weap.Ammo1.Amount <= 0) ) return; if ( player.cmd.buttons&BT_ALTATTACK ) { @@ -600,7 +600,7 @@ Class PulseGun : UTWeapon { Weapon weap = Weapon(invoker); if ( !weap ) return; - if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ATTACK) ) + if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ATTACK) || (flak_pulsereload && (invoker.clipcount <= 0)) ) { player.SetPSprite(PSP_WEAPON,ResolveState("Release")); return;