.float reload_complain;
.string reload_sound;
-float W_ReloadCheck()
+void W_ReloadedAndReady()
{
+ // finish the reloading process, and 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
+
+ // 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
+ {
+ while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.current_ammo) -= 1;
+ }
+ }
+ self.weapon_load[self.weapon] = self.clip_load;
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) -= self.reload_time - 1;
+
+ w_ready();
+}
+
+void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
+{
+ // set global values to work with
+
+ self.reload_ammo_min = sent_ammo_min;
+ self.reload_ammo_amount = sent_ammo_amount;
+ self.reload_time = sent_time;
+ self.reload_sound = sent_sound;
+
// check if we meet the necessary conditions to reload
entity e;
if not(e.spawnflags & WEP_FLAG_RELOADABLE)
{
dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
- return FALSE;
+ return;
}
// return if reloading is disabled for this weapon
if(!self.reload_ammo_amount)
- return FALSE;
+ return;
// our weapon is fully loaded, no need to reload
if (self.clip_load >= self.reload_ammo_amount)
- return FALSE;
+ return;
// no ammo, so nothing to load
if(!self.(self.current_ammo) && self.reload_ammo_min)
self.clip_load = -1; // reload later
W_SwitchToOtherWeapon(self);
}
- return FALSE;
+ return;
}
if (self.weaponentity)
{
if (self.weaponentity.wframe == WFRAME_RELOAD)
- return FALSE;
+ return;
// allow switching away while reloading, but this will cause a new reload!
self.weaponentity.state = WS_READY;
}
- return TRUE;
-}
-
-void W_ReloadedAndReady()
-{
- // finish the reloading process, and 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
-
- // 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
- {
- while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.(self.current_ammo) -= 1;
- }
- }
- self.weapon_load[self.weapon] = self.clip_load;
-
- // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
- // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
- // so your weapon is disabled for a few seconds without reason
-
- //ATTACK_FINISHED(self) -= self.reload_time - 1;
-
- w_ready();
-}
-
-void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
-{
- // set global values to work with
- self.reload_ammo_min = sent_ammo_min;
- self.reload_ammo_amount = sent_ammo_amount;
- self.reload_time = sent_time;
- self.reload_sound = sent_sound;
-
- if(!W_ReloadCheck())
- return;
-
// now begin the reloading process
sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);