From 706f45bb088642c8bbd567d646274e9d4ca519f7 Mon Sep 17 00:00:00 2001 From: Will Castro <39478251+VITALISED@users.noreply.github.com> Date: Mon, 10 Jan 2022 11:52:32 +1100 Subject: Set weapon clip to full on amp --- Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut | 3 +++ 1 file changed, 3 insertions(+) (limited to 'Northstar.CustomServers/mod') diff --git a/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut b/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut index 73277371..d1f4bd80 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut @@ -293,6 +293,9 @@ void function PlayerUsesAmpedWeaponsBurncardThreaded( entity player ) //weapons.extend( player.GetOffhandWeapons() ) // idk? unsure of vanilla behaviour here foreach ( entity weapon in weapons ) { + if( weapon.GetWeaponPrimaryClipCountMax() > 0 ) + weapon.SetWeaponPrimaryClipCount( weapon.GetWeaponPrimaryClipCountMax() ) // kind of a fix to get ammo to full, cba to give new weapon + weapon.RemoveMod( "silencer" ) // both this and the burnmod will override firing fx, if a second one overrides this we crash foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) ) { -- cgit v1.2.3