-void W_Reload()
+void W_TriggerReload()
{
weapon_action(self.weapon, WR_RELOAD);
}
}
else
{
- W_Reload();
+ W_TriggerReload();
}
};
self = oldself;
if(startitem_failed)
return string_null;
+ wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
wep.nextthink = time + 0.5;
return "";
wep.ammofield = thisammo;
own.ammofield -= thisammo;
s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
+
+ // if our weapon is loaded, give its load back to the player
+ if(self.weapon_load[self.weapon] > 0)
+ {
+ own.ammofield += self.weapon_load[self.weapon];
+ self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading
+ }
}
}
s = substring(s, 5, -1);
}
+ wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
wep.nextthink = time + 0.5;
return s;
if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
return;
- if(g_freezetag && self.freezetag_frozen == 1)
+ if(self.freezetag_frozen == 1)
return;
if (!self.weaponentity || self.health < 1)
if(!self.switchweapon)
{
self.weapon = 0;
+ self.switchingweapon = 0;
self.weaponentity.state = WS_CLEAR;
self.weaponname = "";
self.items &~= IT_AMMO;
{
if (self.weaponentity.state == WS_CLEAR)
{
- setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
+ // end switching!
+ self.switchingweapon = self.switchweapon;
+
+ //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
self.weaponentity.state = WS_RAISE;
weapon_action(self.switchweapon, WR_SETUP);
+
+ // set our clip load to the load of the weapon we switched to, if it's reloadable
+ entity e;
+ e = get_weaponinfo(self.switchweapon);
+ if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
+ {
+ self.clip_load = self.weapon_load[self.switchweapon];
+ self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ }
+ else
+ self.clip_load = self.clip_size = 0;
+
// VorteX: add player model weapon select frame here
// setcustomframe(PlayerWeaponRaise);
weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
}
+ else if (self.weaponentity.state == WS_DROP)
+ {
+ // in dropping phase we can switch at any time
+ self.switchingweapon = self.switchweapon;
+ }
else if (self.weaponentity.state == WS_READY)
{
+ // start switching!
+ self.switchingweapon = self.switchweapon;
+
#ifndef INDEPENDENT_ATTACK_FINISHED
if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
{
#endif
- // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
- sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
self.weaponentity.state = WS_DROP;
// set up weapon switch think in the future, and start drop anim
weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
W_SwitchWeapon_Force(self, w_getbestweapon(self));
wb = 0;
}
+
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
if(wb)
- {
- v_forward = fo;
- v_right = ri;
- v_up = up;
- self.weaponentity_glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
weapon_action(self.weapon, WR_THINK);
- }
+ else
+ weapon_action(self.weapon, WR_GONETHINK);
+
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
{
if(self.weapon_think)