#ifdef SVQC
void(float imp) W_SwitchWeapon;
+.float laser_load;
+
+void W_Laser_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_laser_reload_count)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.laser_load;
+ self.clip_size = autocvar_g_balance_laser_reload_count; // for the crosshair ammo display
+ }
+}
+
+void W_Laser_ReloadedAndReady()
+{
+ float t;
+
+ self.clip_load = autocvar_g_balance_laser_reload_count; // 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_count)
+ 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.clip_load = -1;
+}
+
void W_Laser_Touch (void)
{
PROJECTILE_TOUCH;
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+ if(autocvar_g_balance_laser_reload_count && self.clip_load < 1) // forced reload
+ W_Laser_Reload();
+ else if (self.BUTTON_ATCK)
{
- W_Laser_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
+ if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+ {
+ // if this weapon is reloadable, decrease its load
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_laser_reload_count)
+ {
+ self.clip_load -= 1;
+ self.laser_load = self.clip_load;
+ }
+ }
+
+ W_Laser_Attack(0);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
+ }
}
- if (self.BUTTON_ATCK2)
+ else if (self.BUTTON_ATCK2)
{
if(autocvar_g_balance_laser_secondary)
{
+ // if this weapon is reloadable, decrease its load
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_laser_reload_count)
+ {
+ self.clip_load -= 1;
+ self.laser_load = self.clip_load;
+ }
+ }
+
if (weapon_prepareattack(0, 0))
{
W_Laser_Attack2();
W_SwitchWeapon (self.cnt);
}
}
+ if(self.wish_reload)
+ {
+ if(self.switchweapon == self.weapon)
+ {
+ if(self.weaponentity.state == WS_READY)
+ {
+ self.wish_reload = 0;
+ W_Laser_Reload();
+ }
+ }
+ }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/gauntlet_fire.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_LASER);
+ W_Laser_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
return TRUE;
else if (req == WR_CHECKAMMO2)
return TRUE;
+ else if (req == WR_RELOAD)
+ W_Laser_Reload();
return TRUE;
};
#endif