Overhaul to how reloading works, not much else has happened.
Addition to HUD for showing clip counts (kinda cheap-looking, but still better than what Oldskool did). Charge for some weapons and loaded rockets for eightball also use the clipcount display, like in Doom Tournament. Small fixups for dual wielding logic.
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28 changed files with 307 additions and 123 deletions
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@ -579,6 +579,10 @@ Class UBioRifle : UnrealWeapon
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double chargesize, count;
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bool bCharging;
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override int, int, bool, bool GetClipAmount()
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{
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return bCharging?min(5,int(chargesize+0.1)):-1, -1, false, false;
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}
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action void A_BioFire( bool bAlt = false )
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{
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Weapon weap = Weapon(invoker);
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@ -588,6 +592,7 @@ Class UBioRifle : UnrealWeapon
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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}
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invoker.bCharging = false;
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invoker.chargesize = min(invoker.chargesize,4.9);
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if ( bAlt ) A_PlaySound("ges/fire",CHAN_WEAPON,Dampener.Active(self)?.17:1.,pitch:max(.5,1.35-invoker.chargesize/8.));
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else A_PlaySound("ges/fire",CHAN_WEAPON,Dampener.Active(self)?.17:1.);
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@ -642,10 +647,7 @@ Class UBioRifle : UnrealWeapon
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}
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}
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if ( !(player.cmd.buttons&BT_ALTATTACK) )
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{
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invoker.bCharging = false;
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player.SetPSPrite(PSP_WEAPON,invoker.FindState("AltRelease"));
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}
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}
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action void A_BeginCharge()
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{
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