.float reload_complain;
float W_ReloadCheck(float ammo_amount, float ammo_shot)
{
- entity e;
- e = get_weaponinfo(self.weapon);
-
// our weapon is fully loaded, no need to reload
if (self.clip_load >= self.reload_ammo_amount)
- return 0;
+ return FALSE;
// no ammo, so nothing to load
- if(!ammo_amount)
+ if(!ammo_amount && ammo_shot)
{
if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
{
self.clip_load = -1; // reload later
W_SwitchToOtherWeapon(self);
}
- return 0;
+ return FALSE;
}
if (self.weaponentity)
{
if (self.weaponentity.wframe == WFRAME_RELOAD)
- return 0;
+ return FALSE;
// allow switching away while reloading, but this will cause a new reload!
self.weaponentity.state = WS_READY;
}
- return 1;
+ return TRUE;
}
void W_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 < self.reload_ammo_amount && self.(self.reload_ammo_player)) // make sure we don't add more ammo than we have
+
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
+ if(!self.reload_ammo_min)
+ self.clip_load = self.reload_ammo_amount;
+ else
{
- self.clip_load += 1;
- self.(self.reload_ammo_player) -= 1;
+ while(self.clip_load < self.reload_ammo_amount && self.(self.reload_ammo_player)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.reload_ammo_player) -= 1;
+ }
}
self.weapon_load[self.weapon] = self.clip_load;
#ifdef SVQC
void(float imp) W_SwitchWeapon;
-// weapon load persistence, for weapons that support reloading
-.float laser_load;
-
void W_Laser_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
self.clip_load = 0; // also keeps crosshair ammo from displaying
else
{
- self.clip_load = self.laser_load;
+ self.clip_load = self.weapon_load[WEP_LASER];
self.clip_size = autocvar_g_balance_laser_reload_ammo; // for the crosshair ammo display
}
}
-void W_Laser_ReloadedAndReady()
-{
- float t;
-
- self.clip_load = autocvar_g_balance_laser_reload_ammo; // maximum load since this weapon uses no ammo
- self.laser_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_laser_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
void W_Laser_Reload()
{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_laser_reload_ammo)
- return;
-
- if(!W_ReloadCheck(1, 0))
- return;
-
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_laser_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_laser_reload_time, W_Laser_ReloadedAndReady);
+ self.(self.reload_ammo_player) = 0;
+ self.reload_ammo_min = 0;
+ self.reload_ammo_amount = autocvar_g_balance_laser_reload_ammo;
+ self.reload_time = autocvar_g_balance_laser_reload_time;
+ self.reload_sound = "weapons/reload.wav";
- self.clip_load = -1;
+ W_Reload();
}
void W_Laser_Touch (void)
if(autocvar_g_balance_laser_reload_ammo)
{
self.clip_load -= 1;
- self.laser_load = self.clip_load;
+ self.weapon_load[WEP_LASER] = self.clip_load;
}
}
if(autocvar_g_balance_laser_reload_ammo)
{
self.clip_load -= 1;
- self.laser_load = self.clip_load;
+ self.weapon_load[WEP_LASER] = self.clip_load;
}
}
else if (req == WR_RESETPLAYER)
{
// all weapons must be fully loaded when we spawn
- self.laser_load = autocvar_g_balance_laser_reload_ammo;
+ self.weapon_load[WEP_LASER] = autocvar_g_balance_laser_reload_ammo;
}
else if (req == WR_RELOAD)
{