#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar"))
+REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar"))
#else
#ifdef SVQC
.float gl_detonate_later;
.float gl_bouncecnt;
-void W_GrenadeLauncher_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_grenadelauncher_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.grenadelauncher_load;
- self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_GrenadeLauncher_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_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.ammo_rockets -= 1;
- }
- self.grenadelauncher_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
-void W_GrenadeLauncher_Reload()
-{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_grenadelauncher_reload_ammo)
- return;
-
- if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_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_grenadelauncher_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady);
-
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
-}
-
void W_Grenade_Explode (void)
{
if(other.takedamage == DAMAGE_AIM)
{
local entity gren;
- // 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_grenadelauncher_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
- self.grenadelauncher_load = self.clip_load;
- }
- else
- self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
- }
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
w_shotdir = v_forward; // no TrueAim for grenades please
{
local entity gren;
- // 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_grenadelauncher_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
- self.grenadelauncher_load = self.clip_load;
- }
- else
- self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
- }
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
w_shotdir = v_forward; // no TrueAim for grenades please
{
entity nade;
float nadefound;
+ float ammo_amount;
if (req == WR_AIM)
{
else if (req == WR_THINK)
{
if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
- W_GrenadeLauncher_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_GrenadeLauncher_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/grenade_bounce6.wav");
precache_sound ("weapons/grenade_stick.wav");
precache_sound ("weapons/grenade_fire.wav");
- precache_sound ("weapons/reload.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_GRENADE_LAUNCHER);
- W_GrenadeLauncher_SetAmmoCounter();
+ self.current_ammo = ammo_rockets;
}
else if (req == WR_CHECKAMMO1)
{
- if(autocvar_g_balance_grenadelauncher_reload_ammo)
- return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo;
- else
- return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
+ ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
+ ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
- if(autocvar_g_balance_grenadelauncher_reload_ammo)
- return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo;
- else
- return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ return ammo_amount;
}
else if (req == WR_RELOAD)
{
- W_GrenadeLauncher_Reload();
- }
- else if (req == WR_SWITCHABLE)
- {
- // checks if this weapon can be switched to, when reloading is enabled
- // returns true if there's either enough load in the weapon to use it,
- // or we have enough ammo to reload the weapon to a usable point
- float ammo_amount;
- ammo_amount = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo);
- return self.grenadelauncher_load >= ammo_amount || self.ammo_rockets >= ammo_amount;
+ W_Reload(min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
}
return TRUE;
};
else if (req == WR_SUICIDEMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s tried out his own grenade";
+ w_deathtypestring = _("%s tried out his own grenade");
else
- w_deathtypestring = "%s detonated";
+ w_deathtypestring = _("%s detonated");
}
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SPLASH)
if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
- w_deathtypestring = "%s didn't see %s's grenade";
+ w_deathtypestring = _("%s didn't see %s's grenade");
else // unchecked: SECONDARY
- w_deathtypestring = "%s almost dodged %s's grenade";
+ w_deathtypestring = _("%s almost dodged %s's grenade");
else // unchecked: SECONDARY, BOUNCE
- w_deathtypestring = "%s ate %s's grenade";
+ w_deathtypestring = _("%s ate %s's grenade");
}
return TRUE;
}