set g_balance_shotgun_secondary_refire 1.1
set g_balance_shotgun_secondary_animtime 1
set g_balance_shotgun_reload_ammo 4
+set g_balance_shotgun_reload_time 2
// }}}
// {{{ uzi
set g_balance_uzi_mode 1 // Activates varible spread for sustained & burst mode secondary
set g_balance_hlac_secondary_shots 6
// }}}
// {{{ sniperrifle
-set g_balance_sniperrifle_magazinecapacity 8 // make it pretty much useless in close combat
-set g_balance_sniperrifle_reloadtime 2 // matches reload anim
set g_balance_sniperrifle_auto_reload_on_switch 0
set g_balance_sniperrifle_bursttime 0
set g_balance_sniperrifle_primary_tracer 1
set g_balance_sniperrifle_secondary_burstcost 0
set g_balance_sniperrifle_secondary_bullethail 0 // empty magazine on shot
set g_balance_sniperrifle_reload_ammo 8
+set g_balance_sniperrifle_reload_time 2
// }}}
// {{{ tuba
set g_balance_tuba_refire 0.05
float autocvar_g_balance_armor_start;
float autocvar_g_balance_sniperrifle_auto_reload_on_switch;
float autocvar_g_balance_sniperrifle_bursttime;
-float autocvar_g_balance_sniperrifle_magazinecapacity;
float autocvar_g_balance_sniperrifle_primary_ammo;
float autocvar_g_balance_sniperrifle_primary_animtime;
float autocvar_g_balance_sniperrifle_primary_bulletconstant;
float autocvar_g_balance_sniperrifle_primary_speed;
float autocvar_g_balance_sniperrifle_primary_spread;
float autocvar_g_balance_sniperrifle_primary_tracer;
-float autocvar_g_balance_sniperrifle_reloadtime;
float autocvar_g_balance_sniperrifle_secondary;
float autocvar_g_balance_sniperrifle_secondary_ammo;
float autocvar_g_balance_sniperrifle_secondary_animtime;
float autocvar_g_balance_sniperrifle_secondary_spread;
float autocvar_g_balance_sniperrifle_secondary_tracer;
float autocvar_g_balance_sniperrifle_reload_ammo;
+float autocvar_g_balance_sniperrifle_reload_time;
float autocvar_g_balance_cloaked_alpha;
float autocvar_g_balance_crylink_primary_ammo;
float autocvar_g_balance_crylink_primary_animtime;
float autocvar_g_balance_shotgun_secondary_melee_time;
float autocvar_g_balance_shotgun_secondary_refire;
float autocvar_g_balance_shotgun_reload_ammo;
+float autocvar_g_balance_shotgun_reload_time;
float autocvar_g_balance_teams;
float autocvar_g_balance_teams_force;
float autocvar_g_balance_teams_prevent_imbalance;
return;
// Workaround for rifle reloading (..)
- if(self.weapon == WEP_SNIPERRIFLE)
+ // Is this still needed with the new reload system?
+ /*if(self.weapon == WEP_SNIPERRIFLE)
if(i < autocvar_g_balance_sniperrifle_reloadtime + 1)
- return;
+ return;*/
local float w;
local float distance; distance=bound(10,vlen(self.origin-self.enemy.origin)-200,10000);
WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
- WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_magazinecapacity); // rifle max bullets
+ WriteByte(MSG_ENTITY, 8); // rifle max bullets // TO BE FIXED WITH NEW STAT!
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
return TRUE;
}
}
self.shotgun_load = self.ammo_counter;
- t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
ATTACK_FINISHED(self) = t;
w_ready();
}
sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1;
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
ATTACK_FINISHED(self) = t;
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_Shotgun_ReloadedAndReady);
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
self.old_ammo_counter = self.ammo_counter;
self.ammo_counter = -1;
}
self.sniperrifle_load = self.ammo_counter;
- t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reload_time - 1;
ATTACK_FINISHED(self) = t;
w_ready();
}
sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1;
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reload_time + 1;
ATTACK_FINISHED(self) = t;
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_SniperRifle_ReloadedAndReady);
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reload_time, W_SniperRifle_ReloadedAndReady);
self.old_ammo_counter = self.ammo_counter;
self.ammo_counter = -1;
float W_SniperRifle_CheckMaxBullets(float checkammo)
{
float maxbulls;
- maxbulls = autocvar_g_balance_sniperrifle_magazinecapacity;
+ maxbulls = autocvar_g_balance_sniperrifle_reload_ammo;
if(!maxbulls)
maxbulls = 8; // match HUD
if(checkammo)
else if (req == WR_RESETPLAYER)
{
self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
- self.ammo_counter = autocvar_g_balance_sniperrifle_magazinecapacity;
+ self.ammo_counter = autocvar_g_balance_sniperrifle_reload_ammo;
W_SniperRifle_CheckMaxBullets(FALSE);
}
return TRUE;