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M16 + grenade launcher: indicate loaded grenade

Antediluvian

FNG / Fresh Meat
Feb 5, 2014
23
7
3
Greetings.

One of the problems that's more of a glaring oversight (given the vast number of FPS games that don't have it): only total grenade launcher ammo counter is shown. Without current ammo counter (0/#, 1/#) there no way of knowing whether a grenade is loaded, and it's way too easy to skip auto-reloading animation in the heat of the battle. There's a variation of M16 coming, and I really hope to see this problem fixed for both old and new M16.
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,511
163
63
Belgium
That's something that has been mentioned so many times it's actually incredible it STILL hasn't been patched.

It's obviously not a game-breaking bug, but it's annoying nonetheless.
 

PaholaisenHillo

FNG / Fresh Meat
Oct 23, 2017
6
2
3
23
Finland
How about if MMB click changes the firing mode of the M16 and other rifles w/ grenade launchers instead of firing the grenade? HUD indicator would change too making it easier to detect if the gl is loaded or not.
 

AntiSocial

Member
May 8, 2015
115
0
16
Can not imagine it would be that hard to show if a grenade is in the pipe, or not, on the hud & if you press reload it reloads bullets first & press again it reloads grenades.
 

pie1055

Active member
Jul 6, 2011
468
53
28
Bedlam
press reload it reloads bullets first & press again it reloads grenades.
Code:
// DRF3 4/13/2020 - Overridden to support reloading secondary magazines with the reload key/button.
simulated function SendToFiringState(byte FireModeNum)
{
    // DRF3 - If we're trying to reload and we cannot reload the primary magazine, reload the secondary one.
    if ( FireModeNum == RELOAD_FIREMODE  && !CanReload(DEFAULT_FIREMODE) && CanReload(ALTFIRE_FIREMODE) && !IsInState('WeaponFiring') )
        AltFireMode();
    else
        super.SendToFiringState(FireModeNum);
}

// DRF3 4/13/2020 - Overridden to allow normal reloads to occur when the secondary magazine is not full.
simulated event bool HasAmmo( byte FireModeNum, optional int Amount )
{
    if ( FireModeNum == RELOAD_FIREMODE )
        return CanReload(DEFAULT_FIREMODE) || CanReload(ALTFIRE_FIREMODE);
    else
        return super.HasAmmo(FireModeNum, Amount);
}
 

Antediluvian

FNG / Fresh Meat
Feb 5, 2014
23
7
3
Bumping. The recent update has not addressed the issue, and now there are even more weapons that require switching or at least opening the weapon menu to see if the launcher is loaded – sure helps in combat.
 
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