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