float g_nix_with_laser;
// WEAPONTODO
float nix_weapon;
-float nix_weapon_ammo;
float nix_nextchange;
float nix_nextweapon;
-float nix_nextweapon_ammo;
.float nix_lastchange_id;
.float nix_lastinfotime;
.float nix_nextincr;
if(NIX_CanChooseWeapon(j))
RandomSelection_Add(world, j, string_null, 1, (j != nix_weapon));
nix_nextweapon = RandomSelection_chosen_float;
- nix_nextweapon_ammo = W_AmmoItemCode(nix_nextweapon);
}
void NIX_GiveCurrentWeapon()
if(dt <= 0)
{
nix_weapon = nix_nextweapon;
- nix_weapon_ammo = nix_nextweapon_ammo;
nix_nextweapon = 0;
if (!nix_nextchange) // no round played yet?
nix_nextchange = time; // start the first round now!
//WEP_ACTION(nix_weapon, WR_INIT); // forget it, too slow
}
+ // get weapon info
+ entity e = get_weaponinfo(nix_weapon);
+
if(nix_nextchange != self.nix_lastchange_id) // this shall only be called once per round!
{
- self.nix_lastchange_id = nix_nextchange;
- if (self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.ammo_shells = self.ammo_nails = self.ammo_rockets = self.ammo_cells = self.ammo_fuel = 0;
+
+ if(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- self.ammo_shells = (nix_weapon_ammo & IT_SHELLS) ?
- autocvar_g_pickup_shells_max : 0;
- self.ammo_nails = (nix_weapon_ammo & IT_NAILS) ?
- autocvar_g_pickup_nails_max : 0;
- self.ammo_rockets = (nix_weapon_ammo & IT_ROCKETS) ?
- autocvar_g_pickup_rockets_max : 0;
- self.ammo_cells = (nix_weapon_ammo & IT_CELLS) ?
- autocvar_g_pickup_cells_max : 0;
- self.ammo_fuel = (nix_weapon_ammo & IT_FUEL) ?
- autocvar_g_pickup_fuel_max : 0;
+ switch(e.current_ammo)
+ {
+ case ammo_shells: self.ammo_shells = autocvar_g_pickup_shells_max; break;
+ case ammo_nails: self.ammo_nails = autocvar_g_pickup_nails_max; break;
+ case ammo_rockets: self.ammo_rockets = autocvar_g_pickup_rockets_max; break;
+ case ammo_cells: self.ammo_cells = autocvar_g_pickup_cells_max; break;
+ case ammo_fuel: self.ammo_fuel = autocvar_g_pickup_fuel_max; break;
+ }
}
else
{
- self.ammo_shells = (nix_weapon_ammo & IT_SHELLS) ?
- autocvar_g_balance_nix_ammo_shells : 0;
- self.ammo_nails = (nix_weapon_ammo & IT_NAILS) ?
- autocvar_g_balance_nix_ammo_nails : 0;
- self.ammo_rockets = (nix_weapon_ammo & IT_ROCKETS) ?
- autocvar_g_balance_nix_ammo_rockets : 0;
- self.ammo_cells = (nix_weapon_ammo & IT_CELLS) ?
- autocvar_g_balance_nix_ammo_cells : 0;
- self.ammo_fuel = (nix_weapon_ammo & IT_FUEL) ?
- autocvar_g_balance_nix_ammo_fuel : 0;
+ switch(e.current_ammo)
+ {
+ case ammo_shells: self.ammo_shells = autocvar_g_balance_nix_ammo_shells; break;
+ case ammo_nails: self.ammo_nails = autocvar_g_balance_nix_ammo_nails; break;
+ case ammo_rockets: self.ammo_rockets = autocvar_g_balance_nix_ammo_rockets; break;
+ case ammo_cells: self.ammo_cells = autocvar_g_balance_nix_ammo_cells; break;
+ case ammo_fuel: self.ammo_fuel = autocvar_g_balance_nix_ammo_fuel; break;
+ }
}
+
self.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
if(dt >= 1 && dt <= 5)
self.nix_lastinfotime = -42;
WEP_ACTION(nix_weapon, WR_RESETPLAYER);
// all weapons must be fully loaded when we spawn
- entity e;
- e = get_weaponinfo(nix_weapon);
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
self.(weapon_load[nix_weapon]) = e.reloading_ammo;
self.vortex_chargepool_ammo = 1;
self.vortex_charge = WEP_CVAR(vortex, charge_start);
}
+
+ // set last change info
+ self.nix_lastchange_id = nix_nextchange;
}
if(self.nix_lastinfotime != dt)
{
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO) && time > self.nix_nextincr)
{
- if (nix_weapon_ammo & IT_SHELLS)
- self.ammo_shells = self.ammo_shells + autocvar_g_balance_nix_ammoincr_shells;
- else if (nix_weapon_ammo & IT_NAILS)
- self.ammo_nails = self.ammo_nails + autocvar_g_balance_nix_ammoincr_nails;
- else if (nix_weapon_ammo & IT_ROCKETS)
- self.ammo_rockets = self.ammo_rockets + autocvar_g_balance_nix_ammoincr_rockets;
- else if (nix_weapon_ammo & IT_CELLS)
- self.ammo_cells = self.ammo_cells + autocvar_g_balance_nix_ammoincr_cells;
- if (nix_weapon_ammo & IT_FUEL) // hook uses cells and fuel
- self.ammo_fuel = self.ammo_fuel + autocvar_g_balance_nix_ammoincr_fuel;
+ switch(e.current_ammo)
+ {
+ case ammo_shells: self.ammo_shells += autocvar_g_balance_nix_ammoincr_shells; break;
+ case ammo_nails: self.ammo_nails += autocvar_g_balance_nix_ammoincr_nails; break;
+ case ammo_rockets: self.ammo_rockets += autocvar_g_balance_nix_ammoincr_rockets; break;
+ case ammo_cells: self.ammo_cells += autocvar_g_balance_nix_ammoincr_cells; break;
+ case ammo_fuel: self.ammo_fuel += autocvar_g_balance_nix_ammoincr_fuel; break;
+ }
+
self.nix_nextincr = time + autocvar_g_balance_nix_incrtime;
}