Hotfix: Pulsegun clipcount is ignored while firing.
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parent
4bbc308eaf
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c5be5ae0c7
1 changed files with 3 additions and 3 deletions
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@ -539,7 +539,7 @@ Class PulseGun : UTWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ALTATTACK) )
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if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ALTATTACK) || (flak_pulsereload && (invoker.clipcount <= 0)) )
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{
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player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease"));
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return;
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@ -583,7 +583,7 @@ Class PulseGun : UTWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap || !player ) return;
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if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 0) )
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if ( (flak_pulsereload && (invoker.clipcount <= 0)) || (weap.Ammo1.Amount <= 0) )
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return;
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if ( player.cmd.buttons&BT_ALTATTACK )
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{
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@ -600,7 +600,7 @@ Class PulseGun : UTWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ATTACK) )
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if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ATTACK) || (flak_pulsereload && (invoker.clipcount <= 0)) )
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{
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player.SetPSprite(PSP_WEAPON,ResolveState("Release"));
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return;
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