.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.weapon_load[WEP_GRENADE_LAUNCHER];
- self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_GrenadeLauncher_Reload()
-{
- self.reload_ammo_player = ammo_rockets;
- self.reload_ammo_min = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo);
- self.reload_ammo_amount = autocvar_g_balance_grenadelauncher_reload_ammo;
- self.reload_time = autocvar_g_balance_grenadelauncher_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
-
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.weapon_load[WEP_GRENADE_LAUNCHER] = 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.weapon_load[WEP_GRENADE_LAUNCHER] = 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
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))
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)
{
}
else if (req == WR_RELOAD)
{
- W_GrenadeLauncher_Reload();
+ 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;
};