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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-09 23:02:53 -05:00
Mule Kick: refill segmented reload weapons correctly
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@ -4364,7 +4364,19 @@ refill_after_time(primary)
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self endon("spawned_player");
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reload_time = weaponReloadTime(primary);
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if(reload_time < 1)
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reload_amount = undefined;
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if(primary == "m32_zm" || primary == "python_zm" || maps/mp/zombies/_zm_weapons::get_base_weapon_name(primary, 1) == "judge_zm" || maps/mp/zombies/_zm_weapons::get_base_weapon_name(primary, 1) == "870mcs_zm" || maps/mp/zombies/_zm_weapons::get_base_weapon_name(primary, 1) == "ksg_zm")
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{
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reload_amount = 1;
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if(maps/mp/zombies/_zm_weapons::get_base_weapon_name(primary, 1) == "ksg_zm" && maps/mp/zombies/_zm_weapons::is_weapon_upgraded(primary))
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{
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reload_amount = 2;
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}
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}
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if(!isDefined(reload_amount) && reload_time < 1)
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{
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reload_time = 1;
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}
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@ -4378,13 +4390,18 @@ refill_after_time(primary)
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ammo_clip = self getWeaponAmmoClip(primary);
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ammo_stock = self getWeaponAmmoStock(primary);
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missing_clip = weaponClipSize(primary) - ammo_clip;
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if(missing_clip > ammo_stock)
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{
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missing_clip = ammo_stock;
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}
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if(isDefined(reload_amount) && missing_clip > reload_amount)
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{
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missing_clip = reload_amount;
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}
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self setWeaponAmmoClip(primary, ammo_clip + missing_clip);
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self setWeaponAmmoStock(primary, ammo_stock - missing_clip);
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@ -4393,8 +4410,8 @@ refill_after_time(primary)
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{
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ammo_clip = self getWeaponAmmoClip(dw_primary);
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ammo_stock = self getWeaponAmmoStock(dw_primary);
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missing_clip = weaponClipSize(dw_primary) - ammo_clip;
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if(missing_clip > ammo_stock)
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{
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missing_clip = ammo_stock;
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@ -4409,8 +4426,8 @@ refill_after_time(primary)
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{
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ammo_clip = self getWeaponAmmoClip(alt_primary);
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ammo_stock = self getWeaponAmmoStock(alt_primary);
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missing_clip = weaponClipSize(alt_primary) - ammo_clip;
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if(missing_clip > ammo_stock)
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{
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missing_clip = ammo_stock;
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@ -4419,6 +4436,11 @@ refill_after_time(primary)
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self setWeaponAmmoClip(alt_primary, ammo_clip + missing_clip);
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self setWeaponAmmoStock(alt_primary, ammo_stock - missing_clip);
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}
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if(isDefined(reload_amount) && self getWeaponAmmoStock(primary) > 0 && self getWeaponAmmoClip(primary) < weaponClipSize(primary))
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{
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self refill_after_time(primary);
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}
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}
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whos_who_spawn_changes()
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