#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
+void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
+{
+ if(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ return;
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(ammo_reload)
+ {
+ self.clip_load -= ammo_use;
+ self.weapon_load[self.weapon] = self.clip_load;
+ }
+ else
+ self.(self.current_ammo) -= ammo_use;
+}
+
// weapon reloading code
+.float reload_ammo_amount, reload_ammo_min, reload_time;
.float reload_complain;
+.string reload_sound;
+
float W_ReloadCheck(float ammo_amount, float ammo_shot)
{
- entity e;
- e = get_weaponinfo(self.weapon);
-
// our weapon is fully loaded, no need to reload
if (self.clip_load >= self.reload_ammo_amount)
- return 0;
+ return FALSE;
// no ammo, so nothing to load
- if(!ammo_amount)
+ if(!ammo_amount && ammo_shot)
{
if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
{
self.clip_load = -1; // reload later
W_SwitchToOtherWeapon(self);
}
- return 0;
+ return FALSE;
}
if (self.weaponentity)
{
if (self.weaponentity.wframe == WFRAME_RELOAD)
- return 0;
+ return FALSE;
// allow switching away while reloading, but this will cause a new reload!
self.weaponentity.state = WS_READY;
}
- return 1;
+ return TRUE;
}
-void W_ReloadedAndReady()
+void W_ReloadEnd()
{
- 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 < self.reload_ammo_amount && self.(self.reload_ammo_player)) // make sure we don't add more ammo than we have
+
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
+ if(!self.reload_ammo_min)
+ self.clip_load = self.reload_ammo_amount;
+ else
{
- self.clip_load += 1;
- self.(self.reload_ammo_player) -= 1;
+ while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.current_ammo) -= 1;
+ }
}
- //self.hagar_load = self.clip_load;
+ self.weapon_load[self.weapon] = self.clip_load;
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) -= self.reload_time - 1;
- t = ATTACK_FINISHED(self) - self.reload_time - 1;
- ATTACK_FINISHED(self) = t;
w_ready();
}
-void W_Reload()
+void W_ReloadStart()
{
// return if reloading is disabled for this weapon
if(!self.reload_ammo_amount)
return;
- if(!W_ReloadCheck(self.(self.reload_ammo_player), self.reload_ammo_min))
+ if(!W_ReloadCheck(self.(self.current_ammo), self.reload_ammo_min))
return;
- float t;
-
sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
- t = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
- ATTACK_FINISHED(self) = t;
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
- weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
+ //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
+
+ weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadEnd);
self.old_clip_load = self.clip_load;
self.clip_load = -1;
+}
+
+void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
+{
+ entity e;
+ e = get_weaponinfo(self.weapon);
+ if not(e.spawnflags & WEP_FLAG_RELOADABLE) // don't reload weapons that don't have the RELOADABLE flag
+ {
+ dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE spawnflag. Fix your code!");
+ return;
+ }
+
+ self.reload_ammo_min = sent_ammo_min;
+ self.reload_ammo_amount = sent_ammo_amount;
+ self.reload_time = sent_time;
+ self.reload_sound = sent_sound;
+
+ W_ReloadStart();
}
\ No newline at end of file