#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
+REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", _("Electro"));
#else
#ifdef SVQC
.float electro_count;
{
local entity proj;
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
+
W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.projectiledeathtype = WEP_ELECTRO;
setorigin(proj, w_shotorg);
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_primary_ammo;
proj.movetype = MOVETYPE_FLY;
W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
proj.angles = vectoangles(proj.velocity);
{
local entity proj;
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
+
W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage);
w_shotdir = v_forward; // no TrueAim for grenades please
proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
setorigin(proj, w_shotorg);
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_secondary_ammo;
//proj.glow_size = 50;
//proj.glow_color = 45;
proj.movetype = MOVETYPE_BOUNCE;
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
other = proj; MUTATOR_CALLHOOK(EditProjectile);
- }
+}
.vector hook_start, hook_end;
float lgbeam_send(entity to, float sf)
}
.entity lgbeam;
.float prevlgfire;
+float lgbeam_checkammo()
+{
+ if(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+ return TRUE;
+ else if(autocvar_g_balance_electro_reload_ammo)
+ return self.owner.clip_load > 0;
+ else
+ return self.owner.ammo_cells > 0;
+}
+
void lgbeam_think()
{
- self.owner.prevlgfire = time;
- if (self != self.owner.lgbeam)
+ entity owner_player;
+ owner_player = self.owner;
+
+ owner_player.prevlgfire = time;
+ if (self != owner_player.lgbeam)
{
remove(self);
return;
}
- if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || (g_freezetag && self.owner.freezetag_frozen))
+
+ if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
{
- if(self == self.owner.lgbeam)
- self.owner.lgbeam = world;
+ if(self == owner_player.lgbeam)
+ owner_player.lgbeam = world;
remove(self);
return;
}
self.nextthink = time;
- makevectors(self.owner.v_angle);
+ makevectors(owner_player.v_angle);
float dt, f;
dt = frametime;
- if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
{
if(autocvar_g_balance_electro_primary_ammo)
{
- dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
- self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+ if(autocvar_g_balance_electro_reload_ammo)
+ {
+ dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
+ owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
+ owner_player.weapon_load[WEP_ELECTRO] = owner_player.clip_load;
+ }
+ else
+ {
+ dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+ owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+ }
}
}
- W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
- WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+ W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
+ WarpZone_traceline_antilag(owner_player, w_shotorg, w_shotend, MOVE_NORMAL, owner_player, ANTILAG_LATENCY(owner_player));
// apply the damage
if(trace_ent)
f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
- if(accuracy_isgooddamage(self.owner, trace_ent))
- accuracy_add(self.owner, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
- Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
+ if(accuracy_isgooddamage(owner_player, trace_ent))
+ accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
+ Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
}
- W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, self.owner);
+ W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
// draw effect
if(w_shotorg != self.hook_start)
.float BUTTON_ATCK_prev;
float w_electro(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
{
self.BUTTON_ATCK=FALSE;
}
else if (req == WR_THINK)
{
+ if(autocvar_g_balance_electro_reload_ammo) // forced reload
+ {
+ if(autocvar_g_balance_electro_lightning)
+ {
+ if(self.clip_load > 0)
+ ammo_amount = 1;
+ }
+ else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
+ ammo_amount = 1;
+ if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
+ ammo_amount += 1;
+
+ if(!ammo_amount)
+ {
+ weapon_action(self.weapon, WR_RELOAD);
+ return FALSE;
+ }
+ }
if (self.BUTTON_ATCK)
{
if(autocvar_g_balance_electro_lightning)
}
self.BUTTON_ATCK_prev = 0;
}
- }
- if (self.BUTTON_ATCK2)
- if (time >= self.electro_secondarytime)
- if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
- {
- W_Electro_Attack2();
- self.electro_count = autocvar_g_balance_electro_secondary_count;
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
- self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2;
+ if (self.BUTTON_ATCK2)
+ {
+ if (time >= self.electro_secondarytime)
+ if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
+ {
+ W_Electro_Attack2();
+ self.electro_count = autocvar_g_balance_electro_secondary_count;
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+ self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
+ }
+ }
}
}
else if (req == WR_PRECACHE)
precache_sound ("weapons/electro_fire2.wav");
precache_sound ("weapons/electro_impact.wav");
precache_sound ("weapons/electro_impact_combo.wav");
+ precache_sound ("weapons/reload.wav");
if(autocvar_g_balance_electro_lightning)
{
precache_sound ("weapons/lgbeam_fire.wav");
}
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_ELECTRO);
+ }
else if (req == WR_CHECKAMMO1)
{
if(autocvar_g_balance_electro_lightning)
- return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
+ {
+ if(!autocvar_g_balance_electro_primary_ammo)
+ ammo_amount = 1;
+ else
+ ammo_amount = self.ammo_cells > 0;
+ ammo_amount += self.weapon_load[WEP_ELECTRO] > 0;
+ }
else
- return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+ ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_primary_ammo;
+ }
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_secondary_ammo;
+ return ammo_amount;
+ }
else if (req == WR_RESETPLAYER)
{
self.electro_secondarytime = time;
}
+ else if (req == WR_RELOAD)
+ {
+ W_Reload(ammo_cells, min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), autocvar_g_balance_electro_reload_ammo, autocvar_g_balance_electro_reload_time, "weapons/reload.wav");
+ }
return TRUE;
};
#endif
else if (req == WR_SUICIDEMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s could not remember where they put plasma";
+ w_deathtypestring = _("%s could not remember where they put plasma");
else
- w_deathtypestring = "%s played with plasma";
+ w_deathtypestring = _("%s played with plasma");
}
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
{
if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
- w_deathtypestring = "%s just noticed %s's blue ball";
+ w_deathtypestring = _("%s just noticed %s's blue ball");
else // unchecked: BOUNCE
- w_deathtypestring = "%s got in touch with %s's blue ball";
+ w_deathtypestring = _("%s got in touch with %s's blue ball");
}
else
{
if(w_deathtype & HITTYPE_BOUNCE) // combo
- w_deathtypestring = "%s felt the electrifying air of %s's combo";
+ w_deathtypestring = _("%s felt the electrifying air of %s's combo");
else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = "%s got too close to %s's blue beam";
+ w_deathtypestring = _("%s got too close to %s's blue beam");
else
- w_deathtypestring = "%s was blasted by %s's blue beam";
+ w_deathtypestring = _("%s was blasted by %s's blue beam");
}
}
return TRUE;