#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
+REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
#else
#ifdef SVQC
.float bot_primary_fireballmooth; // whatever a mooth is
.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)
- {
- 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_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_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)
- {
- 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;
- }
+ W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_secondary_ammo, autocvar_g_balance_fireball_reload_ammo);
c = mod(self.bulletcounter, 4);
switch(c)
float w_fireball(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
{
self.BUTTON_ATCK = FALSE;
else if (req == WR_THINK)
{
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();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (time >= self.fireball_primarytime)
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_fire.wav");
precache_sound ("weapons/fireball_fire2.wav");
precache_sound ("weapons/fireball_prefire2.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_FIREBALL);
- W_Fireball_SetAmmoCounter();
+ self.current_ammo = ammo_fuel;
}
else if (req == WR_CHECKAMMO1)
{
- 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;
+ ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+ ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_primary_ammo;
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
- 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;
+ ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_secondary_ammo;
+ return ammo_amount;
}
else if (req == WR_RESETPLAYER)
{
self.fireball_primarytime = time;
}
+ else if (req == WR_RELOAD)
+ {
+ // 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;
+
+ W_Reload(min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav");
+ }
return TRUE;
};
#endif
else if (req == WR_SUICIDEMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s forgot about some firemine";
+ w_deathtypestring = _("%s forgot about some firemine");
else
- w_deathtypestring = "%s should have used a smaller gun";
+ w_deathtypestring = _("%s should have used a smaller gun");
}
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
{
if(w_deathtype & HITTYPE_HEADSHOT)
- w_deathtypestring = "%s tried to catch %s's firemine";
+ w_deathtypestring = _("%s tried to catch %s's firemine");
else
- w_deathtypestring = "%s fatefully ignored %s's firemine";
+ w_deathtypestring = _("%s fatefully ignored %s's firemine");
}
else
{
if(w_deathtype & HITTYPE_BOUNCE)
{
if(w_deathtype & HITTYPE_SPLASH) // BFG effect
- w_deathtypestring = "%s could not hide from %s's fireball";
+ w_deathtypestring = _("%s could not hide from %s's fireball");
else // laser
- w_deathtypestring = "%s saw the pretty lights of %s's fireball";
+ w_deathtypestring = _("%s saw the pretty lights of %s's fireball");
}
else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = "%s got too close to %s's fireball";
+ w_deathtypestring = _("%s got too close to %s's fireball");
else
- w_deathtypestring = "%s tasted %s's fireball";
+ w_deathtypestring = _("%s tasted %s's fireball");
}
}
- else if (req == WR_RELOAD)
- {
- W_Fireball_Reload();
- }
return TRUE;
}
#endif