.float gl_detonate_later;
.float gl_bouncecnt;
+.float grenadelauncher_load;
+
+void W_GrenadeLauncher_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_grenadelauncher_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.grenadelauncher_load;
+ self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_GrenadeLauncher_ReloadedAndReady()
+{
+ float t;
+
+ // now do the ammo transfer
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ while(self.clip_load < autocvar_g_balance_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_rockets -= 1;
+ }
+ self.grenadelauncher_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_GrenadeLauncher_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_grenadelauncher_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_rockets))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_grenadelauncher_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void W_Grenade_Explode (void)
{
if(other.takedamage == DAMAGE_AIM)
void W_Grenade_Attack (void)
{
+ if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load <= 0)
+ return; // reloading, so we are done
+
local entity gren;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_grenadelauncher_primary_ammo;
W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
w_shotdir = v_forward; // no TrueAim for grenades please
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
other = gren; MUTATOR_CALLHOOK(EditProjectile);
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_grenadelauncher_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
+ self.grenadelauncher_load = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
+ }
}
void W_Grenade_Attack2 (void)
{
local entity gren;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_grenadelauncher_secondary_ammo;
W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
w_shotdir = v_forward; // no TrueAim for grenades please
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
other = gren; MUTATOR_CALLHOOK(EditProjectile);
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_grenadelauncher_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ self.grenadelauncher_load = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ }
}
void spawnfunc_weapon_grenadelauncher (void)
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
+ if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load <= 0) // forced reload
+ W_GrenadeLauncher_Reload();
+ else if (self.BUTTON_ATCK)
{
- W_Grenade_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
+ if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
+ {
+ W_Grenade_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
+ }
}
- if (self.BUTTON_ATCK2)
+ else if (self.BUTTON_ATCK2)
{
if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
{
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
}
}
+ if(self.wish_reload)
+ {
+ if(self.switchweapon == self.weapon)
+ {
+ if(self.weaponentity.state == WS_READY)
+ {
+ self.wish_reload = 0;
+ W_GrenadeLauncher_Reload();
+ }
+ }
+ }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/grenade_fire.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_GRENADE_LAUNCHER);
+ W_GrenadeLauncher_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
+ {
+ if(autocvar_g_balance_grenadelauncher_reload_ammo)
+ return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo;
+ else
+ return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ {
+ if(autocvar_g_balance_grenadelauncher_reload_ammo)
+ return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ else
+ return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ }
return TRUE;
};
#endif
else // unchecked: SECONDARY, BOUNCE
w_deathtypestring = "%s ate %s's grenade";
}
+ else if (req == WR_RELOAD)
+ {
+ W_GrenadeLauncher_Reload();
+ }
return TRUE;
}
#endif
.float minelayer_detonate, minelayer_mines;
.float mine_time;
+.float minelayer_load;
+
+void W_MineLayer_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_minelayer_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.minelayer_load;
+ self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_MineLayer_ReloadedAndReady()
+{
+ float t;
+
+ // now do the ammo transfer
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ while(self.clip_load < autocvar_g_balance_minelayer_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_rockets -= 1;
+ }
+ self.minelayer_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_minelayer_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_MineLayer_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_minelayer_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_rockets))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minelayer_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minelayer_reload_time, W_MineLayer_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void spawnfunc_weapon_minelayer (void)
{
weapon_defaultspawnfunc(WEP_MINE_LAYER);
void W_Mine_Attack (void)
{
+ if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load <= 0)
+ return; // reloading, so we are done
+
entity mine;
entity flash;
}
}
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_minelayer_ammo;
-
W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
// common properties
other = mine; MUTATOR_CALLHOOK(EditProjectile);
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_minelayer_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_minelayer_ammo;
+ self.minelayer_load = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
+ }
}
void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load <= 0) // forced reload
+ W_MineLayer_Reload();
+ else if (self.BUTTON_ATCK)
{
if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
{
}
}
- if (self.BUTTON_ATCK2)
+ else if (self.BUTTON_ATCK2)
{
minfound = 0;
for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
if(minfound)
sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
}
+
+ if(self.wish_reload)
+ {
+ if(self.switchweapon == self.weapon)
+ {
+ if(self.weaponentity.state == WS_READY)
+ {
+ self.wish_reload = 0;
+ W_MineLayer_Reload();
+ }
+ }
+ }
}
else if (req == WR_PRECACHE)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_MINE_LAYER);
+ W_MineLayer_SetAmmoCounter();
}
else if (req == WR_CHECKAMMO1)
{
return FALSE;
}
else if (req == WR_CHECKAMMO2)
+ {
return FALSE;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_MineLayer_Reload();
+ }
return TRUE;
};
#endif