set g_balance_shotgun_secondary_force 150
set g_balance_shotgun_secondary_refire 1.1
set g_balance_shotgun_secondary_animtime 1
+set g_balance_shotgun_reload_ammo 4
// }}}
// {{{ uzi
set g_balance_uzi_mode 1 // Activates varible spread for sustained & burst mode secondary
set g_balance_sniperrifle_secondary_bulletconstant 110 // 15.5qu
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
// }}}
// {{{ tuba
set g_balance_tuba_refire 0.05
float autocvar_g_balance_sniperrifle_secondary_speed;
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_cloaked_alpha;
float autocvar_g_balance_crylink_primary_ammo;
float autocvar_g_balance_crylink_primary_animtime;
float autocvar_g_balance_shotgun_secondary_melee_swing;
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_teams;
float autocvar_g_balance_teams_force;
float autocvar_g_balance_teams_prevent_imbalance;
// weapon reload code
// ----------------------------------------------------------------
-float ammo_amount;
-
-float W_CheckMaxBullets(float checkammo)
-{
- float maxbulls;
- maxbulls = autocvar_g_balance_sniperrifle_magazinecapacity;
- if(!maxbulls)
- maxbulls = 8; // match HUD
- if(checkammo)
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- maxbulls = min(maxbulls, floor(ammo_amount / min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)));
- if(self.ammo_counter > maxbulls || !autocvar_g_balance_sniperrifle_magazinecapacity)
- self.ammo_counter = maxbulls;
- return (self.ammo_counter == maxbulls);
-}
-
void W_ReloadedAndReady()
{
float t;
self.ammo_counter = autocvar_g_balance_sniperrifle_magazinecapacity;
- W_CheckMaxBullets(TRUE);
t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
ATTACK_FINISHED(self) = t;
w_ready();
{
float t;
- W_CheckMaxBullets(TRUE);
-
- ammo_amount = ammo_value; // save ammo to a global float
- if(ammo_amount < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // when we get here, bulletcounter must be 0 or -1
+ if(ammo_value < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // when we get here, bulletcounter must be 0 or -1
{
print("cannot reload... not enough bullets\n");
self.ammo_counter = -1; // reload later
return 0;
}
- if (self.ammo_counter >= autocvar_g_balance_sniperrifle_magazinecapacity)
+ if (self.ammo_counter >= autocvar_g_balance_shotgun_reload_ammo)
return 0;
if (self.weaponentity)
#else
#ifdef SVQC
-void W_Shotgun_DoReload()
+.float shotgun_load;
+
+void W_Shotgun_SetAmmoCounter()
+{
+ // set our ammo counter to the weapon we have switched to
+ if(!autocvar_g_balance_shotgun_reload_ammo)
+ self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
+ else
+ self.ammo_counter = self.shotgun_load;
+}
+
+void W_Shotgun_Reload()
{
+ // reloading is disabled for this weapon
+ if(!autocvar_g_balance_shotgun_reload_ammo)
+ return;
+
w_ready();
if(W_Reload(self.ammo_shells))
+ {
+ // now do the actual ammo transfer
+ for(self.shotgun_load; self.shotgun_load < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells; )
+ {
+ self.ammo_counter += 1;
+ self.shotgun_load = self.ammo_counter;
+ self.ammo_shells -= 1;
+ }
return;
+ }
}
void W_Shotgun_Attack (void)
local entity flash;
if(self.ammo_counter <= 0)
- W_Shotgun_DoReload();
+ W_Shotgun_Reload();
if(self.ammo_counter < 0)
return; // reloading, so we are done
fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
endFireBallisticBullet();
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_shells = self.ammo_shells - ammoamount;
+ {
+ if(!autocvar_g_balance_shotgun_reload_ammo)
+ self.ammo_shells = self.ammo_shells - ammoamount;
+ else
+ self.shotgun_load -= ammoamount;
+ }
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
precache_sound ("weapons/shotgun_melee.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_SHOTGUN);
+ W_Shotgun_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
else if (req == WR_CHECKAMMO2)
//** In fully automatic mode some of the gas is used to extract and reload the next cartrige, thus there is less power and range.
.float sniperrifle_accumulator;
+.float sniperrifle_load;
-void W_SniperRifle_DoReload()
+void W_SniperRifle_SetAmmoCounter()
{
+ if(!autocvar_g_balance_sniperrifle_reload_ammo)
+ self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
+ else
+ self.ammo_counter = self.sniperrifle_load;
+}
+
+void W_SniperRifle_Reload()
+{
+ // reloading is disabled for this weapon
+ if(!autocvar_g_balance_shotgun_reload_ammo)
+ return;
+
w_ready();
if(W_Reload(self.ammo_nails))
+ {
+ // now do the actual ammo transfer
+ for(self.sniperrifle_load; self.sniperrifle_load < autocvar_g_balance_shotgun_reload_ammo && self.ammo_nails; ++self.sniperrifle_load)
+ self.ammo_nails -= 1;
return;
+ }
+}
+
+float W_SniperRifle_CheckMaxBullets(float checkammo)
+{
+ float maxbulls;
+ maxbulls = autocvar_g_balance_sniperrifle_magazinecapacity;
+ if(!maxbulls)
+ maxbulls = 8; // match HUD
+ if(checkammo)
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ maxbulls = min(maxbulls, floor(self.ammo_nails / min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)));
+ if(self.ammo_counter > maxbulls)
+ self.ammo_counter = maxbulls;
+ return (self.ammo_counter == maxbulls);
}
void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
{
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_nails -= pAmmo;
+ {
+ if(!autocvar_g_balance_sniperrifle_reload_ammo)
+ self.ammo_nails -= pAmmo;
+ else
+ self.sniperrifle_load -= pAmmo;
+ }
if(deathtype & HITTYPE_SECONDARY)
W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_secondary_damage + autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage);
{
float r, sw, af;
if(self.ammo_counter <= 0)
- W_SniperRifle_DoReload();
+ W_SniperRifle_Reload();
if(self.ammo_counter < 0)
return; // reloading, so we are done
sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
}
else if (req == WR_THINK)
{
+ W_SniperRifle_SetAmmoCounter();
if(self.ammo_counter < 0) // forced reload (e.g. because interrupted)
- {
self.wish_reload = 1;
- }
else
{
self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
{
weapon_setup(WEP_SNIPERRIFLE);
- full = W_CheckMaxBullets(TRUE);
+ full = W_SniperRifle_CheckMaxBullets(TRUE);
if(autocvar_g_balance_sniperrifle_auto_reload_on_switch)
if(!full)
self.ammo_counter = -1;
{
self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
self.ammo_counter = autocvar_g_balance_sniperrifle_magazinecapacity;
- W_CheckMaxBullets(FALSE);
+ W_SniperRifle_CheckMaxBullets(FALSE);
}
return TRUE;
};