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M16 + grenade launcher: indicate loaded grenade

Antediluvian

Active member
Feb 5, 2014
25
7
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.
 
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);
}
 
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