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https://github.com/JezuzLizard/BO2-Reimagined.git
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Decrease last stand pistol ammo amounts
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@ -111,6 +111,7 @@
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### M1911
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* Upgraded: given as last stand pistol above all others except Ray Gun Mark 2
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* Upgraded: decreased last stand ammo from 2 clips to 1 clip
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### M1927
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* Decreased ammo cost from 800 to 750
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@ -161,6 +162,7 @@
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* Same probability to obtain as other weapons
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* Can be obtained if player has Ray Gun
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* Limited to 1 player on all maps
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* Decreased last stand ammo from 3 clips to 1 clip
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### Jet Gun
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* Kills multiple enemies significantly faster
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@ -1764,33 +1764,33 @@ last_stand_pistol_swap()
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{
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self setweaponammostock( self.laststandpistol, doubleclip );
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}
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else if ( self.laststandpistol == "ray_gun_zm" || self.laststandpistol == "ray_gun_upgraded_zm" )
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else if ( self.laststandpistol == "ray_gun_zm" || self.laststandpistol == "ray_gun_upgraded_zm" || self.laststandpistol == "raygun_mark2_zm" || self.laststandpistol == "raygun_mark2_upgraded_zm" || self.laststandpistol == "m1911_upgraded_zm" )
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{
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if ( self.stored_weapon_info[ self.laststandpistol ].total_amt >= ammoclip )
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amt = ammoclip;
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if(amt > self.stored_weapon_info[self.laststandpistol].total_amt)
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{
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amt = ammoclip - self.stored_weapon_info[self.laststandpistol].clip_amt;
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self setWeaponAmmoStock(self.laststandpistol, amt);
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self.stored_weapon_info[self.laststandpistol].given_amt = amt;
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amt = self.stored_weapon_info[self.laststandpistol].total_amt;
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}
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else
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{
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amt = self.stored_weapon_info[self.laststandpistol].total_amt - self.stored_weapon_info[self.laststandpistol].clip_amt;
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self setWeaponAmmoStock(self.laststandpistol, amt);
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self.stored_weapon_info[self.laststandpistol].given_amt = amt;
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}
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}
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else if ( self.stored_weapon_info[ self.laststandpistol ].total_amt >= (ammoclip + doubleclip) )
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{
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amt = (ammoclip + doubleclip) - (self.stored_weapon_info[self.laststandpistol].clip_amt + self.stored_weapon_info[self.laststandpistol].left_clip_amt);
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self setweaponammostock( self.laststandpistol, amt );
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self.stored_weapon_info[ self.laststandpistol ].given_amt = amt;
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amt -= (self.stored_weapon_info[self.laststandpistol].clip_amt + self.stored_weapon_info[self.laststandpistol].left_clip_amt);
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self setWeaponAmmoStock(self.laststandpistol, amt);
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self.stored_weapon_info[self.laststandpistol].given_amt = amt;
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}
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else
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{
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amt = self.stored_weapon_info[self.laststandpistol].total_amt - (self.stored_weapon_info[self.laststandpistol].clip_amt + self.stored_weapon_info[self.laststandpistol].left_clip_amt);
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amt = ammoclip + doubleclip;
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if(amt > self.stored_weapon_info[self.laststandpistol].total_amt)
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{
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amt = self.stored_weapon_info[self.laststandpistol].total_amt;
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}
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amt -= (self.stored_weapon_info[self.laststandpistol].clip_amt + self.stored_weapon_info[self.laststandpistol].left_clip_amt);
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self setweaponammostock( self.laststandpistol, amt );
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self.stored_weapon_info[ self.laststandpistol ].given_amt = amt;
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}
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self switchtoweapon( self.laststandpistol );
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}
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