Add veteran and elite reload time customization with \RELOAD\ and \EMPTY_RELOAD\ abilities - #2334
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TaranDahl
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Aug 11, 2026
| // It's not recommended to do anything more here it could have a better place for performance consideration | ||
| void TechnoExt::OnEarlyUpdate() | ||
| { | ||
| this->ApplyPendingReloadVeterancy(); |
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I suppose this should be applied like the ROF multiplier. Why do you implement it like that?
TaranDahl
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Wrong decision in the last review.
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…_RELOAD abilities
Rework per review feedback: instead of recording a pending adjustment in the StartReloading hook and scaling ReloadTimer on the next frame's early update, override the reload duration in EAX right before it is written to TimeLeft, the same way the ROF multiplier is applied. Two hooks cover the empty-clip (EmptyReload) and normal (Reload) reload cycles in TechnoClass::StartReloading.
Restore the maintainer's translation fix to the Nuke credits entry.
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Adds two new veterancy abilities and their duration multipliers:
RELOAD- scales the duration of normal reload cycles.EMPTY_RELOAD- scales the duration of the empty-clip reload cycle, which is only used when the TechnoType has a positiveEmptyReload.Both abilities are read from the vanilla
VeteranAbilities/EliteAbilitieslists and accumulate the same way as vanilla abilities (Veteran abilities keep working at elite level, Elite abilities are added on top).New INI tags:
The multipliers are applied to the final reload duration computed by the game, so other reload modifiers such as
ReloadIncrementare still taken into account. They only affect newly started reload cycles, and a multiplier of1.0(the default) leaves vanilla behavior unchanged.Tested in-game: both
RELOADandEMPTY_RELOADverified for Veteran/Elite ranks, and mixed lists with vanilla abilities (e.g.VeteranAbilities=STRONGER,RELOAD) confirmed to keep the vanilla abilities working.Documentation, changelog and credits updated.