if (trace_fraction < 1)\r
{\r
Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir);\r
+ pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);\r
+ if(trace_ent.classname == "player")\r
+ sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);\r
+ else\r
+ sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);\r
+\r
W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
}\r
\r
\r
float w_grabber(float req)\r
{\r
- if(self.predator.classname == "player") // we can't use weapons while in the stomach\r
- {\r
+ if(self.stat_eaten) // we can't use weapons while in the stomach\r
self.grabber_state |= GRABBER_REMOVING;\r
- return FALSE;\r
- }\r
\r
float ammo_amount;\r
float grabbered_time_max, grabbered_fuel;\r
grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
// forced reload\r
if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
- && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked\r
+ && self.clip_load >= 0 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked\r
{\r
if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
weapon_action(self.weapon, WR_RELOAD);\r
}\r
- else if not(self.clip_load < 0) // we're currently reloading\r
+ else if not(self.clip_load < 0) // we're not currently reloading\r
{\r
- if (self.BUTTON_ATCK)\r
+ if (self.BUTTON_ATCK && weapon_action(self.weapon, WR_CHECKAMMO1))\r
{\r
+ if(self.stat_eaten) // we can't use weapons while in the stomach\r
+ return FALSE;\r
if(time < self.weapon_delay)\r
return FALSE;\r
\r
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
}\r
}\r
- if (self.BUTTON_ATCK2)\r
+ if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2))\r
{\r
+ \r
+ if(self.stat_eaten) // we can't use weapons while in the stomach\r
+ return FALSE;\r
if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
{\r
W_Grabber_Attack2();\r
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
}\r
}\r
}\r
{\r
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
{\r
- if ( self.ammo_fuel >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
+ float active_ammo;\r
+ if(cvar("g_balance_grabber_reload_ammo"))\r
+ active_ammo = self.clip_load;\r
+ else\r
+ active_ammo = self.ammo_fuel;\r
+\r
+ if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
{\r
W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));\r
self.grabber_time_fueldecrease = time;\r
self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");\r
}\r
\r
- if (self.BUTTON_CROUCH)\r
+ self.grabber_state |= GRABBER_PULLING;\r
+ self.grabber_state &~= GRABBER_RELEASING;\r
+\r
+ if (self.BUTTON_ATCK)\r
{\r
- self.grabber_state &~= GRABBER_PULLING;\r
- if (self.BUTTON_ATCK)\r
- self.grabber_state &~= GRABBER_RELEASING;\r
- else\r
- self.grabber_state |= GRABBER_RELEASING;\r
+ // already fired\r
+ if(self.grabber)\r
+ self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
}\r
else\r
{\r
- self.grabber_state |= GRABBER_PULLING;\r
- self.grabber_state &~= GRABBER_RELEASING;\r
-\r
- if (self.BUTTON_ATCK)\r
- {\r
- // already fired\r
- if(self.grabber)\r
- self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
- }\r
- else\r
- {\r
- self.grabber_state |= GRABBER_REMOVING;\r
- self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
- }\r
+ self.grabber_state |= GRABBER_REMOVING;\r
+ self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
}\r
}\r
else if (req == WR_PRECACHE)\r
precache_model ("models/weapons/g_grabber.md3");\r
precache_model ("models/weapons/v_grabber.md3");\r
precache_model ("models/weapons/h_grabber.iqm");\r
- precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
+ precache_sound ("weapons/grabber_impact_player.wav");\r
+ precache_sound ("weapons/grabber_impact_world.wav");\r
+ precache_sound ("weapons/grabber_impact2_player.wav");\r
+ precache_sound ("weapons/grabber_impact2_world.wav");\r
precache_sound ("weapons/grabber_fire.wav");\r
precache_sound ("weapons/grabber_altfire.wav");\r
precache_sound ("weapons/grabber_swing.wav");\r
{\r
if(self.grabber)\r
{\r
- ammo_amount = self.ammo_fuel > 0;\r
- ammo_amount += self.weapon_load[WEP_GRABBER] > 0;\r
+ if(cvar("g_balance_grabber_reload_ammo"))\r
+ ammo_amount = self.weapon_load[WEP_GRABBER] > 0;\r
+ else\r
+ ammo_amount = self.ammo_fuel > 0;\r
}\r
else\r
{\r
- ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
- ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
+ if(cvar("g_balance_grabber_reload_ammo"))\r
+ ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
+ else\r
+ ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
}\r
return ammo_amount;\r
}\r
else if (req == WR_CHECKAMMO2)\r
{\r
- ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
- ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
+ if(cvar("g_balance_grabber_reload_ammo"))\r
+ ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
+ else\r
+ ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
return ammo_amount;\r
}\r
else if (req == WR_RELOAD)\r