.vector fireball_impactvec;
.float fireball_primarytime;
+.float fireball_load;
+
+void W_Fireball_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_fireball_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.fireball_load;
+ self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Fireball_ReloadedAndReady()
+{
+ float t;
+
+ // now 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
+ while(self.clip_load < autocvar_g_balance_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_fuel -= 1;
+
+ // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
+ if(self.ammo_fuel < 1)
+ self.ammo_fuel = 0;
+ }
+ self.fireball_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Fireball_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_fireball_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_fireball_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void W_Fireball_Explode (void)
{
entity e;
void W_Fireball_Attack1_Frame0()
{
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_primary_ammo;
+ {
+ if(autocvar_g_balance_fireball_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_fireball_primary_ammo;
+ self.fireball_load = self.clip_load;
+ }
+ else
+ self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo;
+ }
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
vector f_diff;
float c;
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_secondary_ammo;
+ {
+ if(autocvar_g_balance_fireball_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_fireball_secondary_ammo;
+ self.fireball_load = self.clip_load;
+ }
+ else
+ self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo;
+ }
c = mod(self.bulletcounter, 4);
switch(c)
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (time >= self.fireball_primarytime)
- if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
+ if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload
+ W_Fireball_Reload();
+ else if (self.BUTTON_ATCK)
{
- W_Fireball_Attack1_Frame0();
- self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
+ if (time >= self.fireball_primarytime)
+ if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
+ {
+ W_Fireball_Attack1_Frame0();
+ self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
+ }
}
- if (self.BUTTON_ATCK2)
- if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
+ else if (self.BUTTON_ATCK2)
{
- W_Fireball_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
+ if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
+ {
+ W_Fireball_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
+ }
}
+ if(self.wish_reload)
+ {
+ if(self.switchweapon == self.weapon)
+ {
+ if(self.weaponentity.state == WS_READY)
+ {
+ self.wish_reload = 0;
+ W_Fireball_Reload();
+ }
+ }
+ }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/fireball_prefire2.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_FIREBALL);
+ W_Fireball_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+ {
+ if(autocvar_g_balance_fireball_reload_ammo)
+ return self.fireball_load >= autocvar_g_balance_fireball_primary_ammo;
+ else
+ return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+ {
+ if(autocvar_g_balance_fireball_reload_ammo)
+ return self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo;
+ else
+ return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+ }
else if (req == WR_RESETPLAYER)
{
self.fireball_primarytime = time;
w_deathtypestring = "%s tasted %s's fireball";
}
}
+ else if (req == WR_RELOAD)
+ {
+ W_Fireball_Reload();
+ }
return TRUE;
}
#endif