set g_balance_crylink_secondary_middle_fadetime 5
set g_balance_crylink_secondary_line_lifetime 2 // range: 4000 full, fades to 8000
set g_balance_crylink_secondary_line_fadetime 0.25
+
+set g_balance_crylink_reload_ammo 15
+set g_balance_crylink_reload_time 2
// }}}
// {{{ nex
set g_balance_nex_primary_damage 90
set g_balance_hlac_secondary_animtime 0.4
set g_balance_hlac_secondary_ammo 4
set g_balance_hlac_secondary_shots 6
+
+set g_balance_hlac_reload_ammo 20
+set g_balance_hlac_reload_time 2
// }}}
// {{{ sniperrifle
set g_balance_sniperrifle_auto_reload_on_switch 0
float autocvar_g_balance_crylink_secondary_shots;
float autocvar_g_balance_crylink_secondary_speed;
float autocvar_g_balance_crylink_secondary_spread;
+float autocvar_g_balance_crylink_reload_ammo;
+float autocvar_g_balance_crylink_reload_time;
float autocvar_g_balance_ctf_damageforcescale;
float autocvar_g_balance_ctf_delay_collect;
float autocvar_g_balance_curse_empathy_minhealth;
float autocvar_g_balance_hlac_secondary_speed;
float autocvar_g_balance_hlac_secondary_spread;
float autocvar_g_balance_hlac_secondary_spread_crouchmod;
+float autocvar_g_balance_hlac_reload_ammo;
+float autocvar_g_balance_hlac_reload_time;
float autocvar_g_balance_hook_primary_animtime;
float autocvar_g_balance_hook_primary_fuel;
float autocvar_g_balance_hook_primary_hooked_fuel;
self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo;
self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
self.electro_load = autocvar_g_balance_electro_reload_ammo;
+ self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
+ self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
if(inWarmupStage)
{
.entity queuenext;
.entity queueprev;
+.float crylink_load;
+
+void W_Crylink_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_crylink_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.crylink_load;
+ self.clip_size = autocvar_g_balance_crylink_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Crylink_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_crylink_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_cells -= 1;
+ }
+ self.crylink_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_crylink_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Crylink_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_crylink_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_cells))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_crylink_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_crylink_reload_time, W_Crylink_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void W_Crylink_CheckLinks(entity e)
{
float i;
vector forward, right, up;
float maxdmg;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_primary_ammo;
-
maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
if(autocvar_g_balance_crylink_primary_joinexplode)
counter = counter + 1;
}
self.crylink_lastgroup = proj;
+
+ // 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_crylink_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_crylink_primary_ammo;
+ self.crylink_load = self.clip_load;
+ }
+ else
+ self.ammo_cells -= autocvar_g_balance_crylink_primary_ammo;
+ }
}
void W_Crylink_Attack2 (void)
local entity proj, prevproj, firstproj;
float maxdmg;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_secondary_ammo;
-
maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
if(autocvar_g_balance_crylink_secondary_joinexplode)
counter = counter + 1;
}
self.crylink_lastgroup = proj;
+
+ // 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_crylink_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_crylink_secondary_ammo;
+ self.crylink_load = self.clip_load;
+ }
+ else
+ self.ammo_cells -= autocvar_g_balance_crylink_secondary_ammo;
+ }
}
void spawnfunc_weapon_crylink (void)
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
+ W_Crylink_Reload();
+ else if (self.BUTTON_ATCK)
{
if (!self.crylink_waitrelease)
if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
}
}
}
+ if(self.wish_reload)
+ {
+ if(self.switchweapon == self.weapon)
+ {
+ if(self.weaponentity.state == WS_READY)
+ {
+ self.wish_reload = 0;
+ W_Crylink_Reload();
+ }
+ }
+ }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/crylink_linkjoin.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_CRYLINK);
+ W_Crylink_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
{
// don't "run out of ammo" and switch weapons while waiting for release
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
+
+ if(autocvar_g_balance_crylink_reload_ammo)
+ return self.crylink_load >= autocvar_g_balance_crylink_primary_ammo;
+ else
+ return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
}
else if (req == WR_CHECKAMMO2)
{
// don't "run out of ammo" and switch weapons while waiting for release
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
+
+ if(autocvar_g_balance_crylink_reload_ammo)
+ return self.crylink_load >= autocvar_g_balance_crylink_secondary_ammo;
+ else
+ return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
}
return TRUE;
};
else
w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
}
+ else if (req == WR_RELOAD)
+ {
+ W_Crylink_Reload();
+ }
return TRUE;
}
#endif
#else
#ifdef SVQC
+.float hlac_load;
+
+void W_Hlac_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_hlac_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.hlac_load;
+ self.clip_size = autocvar_g_balance_hlac_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Hlac_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_hlac_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_cells -= 1;
+ }
+ self.hlac_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_hlac_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Hlac_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_hlac_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_cells))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_hlac_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hlac_reload_time, W_Hlac_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void W_HLAC_Touch (void)
{
PROJECTILE_TOUCH;
local entity missile;
float spread;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_primary_ammo;
- }
-
spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
if(self.crouch)
CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
other = missile; 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_hlac_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
+ self.hlac_load = self.clip_load;
+ }
+ else
+ self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
+ }
}
void W_HLAC_Attack2f (void)
{
float i;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_secondary_ammo;
- }
-
for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
W_HLAC_Attack2f();
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
}
+
+ // 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_hlac_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
+ self.hlac_load = self.clip_load;
+ }
+ else
+ self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
+ }
}
// weapon frames
self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+ if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
+ W_Hlac_Reload();
+ else if (self.BUTTON_ATCK)
{
- self.misc_bulletcounter = 0;
- W_HLAC_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+ if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+ {
+ self.misc_bulletcounter = 0;
+ W_HLAC_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+ }
}
- if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
- if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+ else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
{
- W_HLAC_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+ if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+ {
+ W_HLAC_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+ }
}
-
+ if(self.wish_reload)
+ {
+ if(self.switchweapon == self.weapon)
+ {
+ if(self.weaponentity.state == WS_READY)
+ {
+ self.wish_reload = 0;
+ W_Hlac_Reload();
+ }
+ }
+ }
}
else if (req == WR_PRECACHE)
{
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_HLAC);
+ W_Hlac_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+ {
+ if(autocvar_g_balance_hlac_reload_ammo)
+ return self.hlac_load >= autocvar_g_balance_hlac_primary_ammo;
+ else
+ return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+ {
+ if(autocvar_g_balance_hlac_reload_ammo)
+ return self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo;
+ else
+ return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Hlac_Reload();
+ }
return TRUE;
};
#endif