self.clip_load = 0; // also keeps crosshair ammo from displaying
else
{
- self.clip_load = self.hagar_load;
+ self.clip_load = self.weapon_load[WEP_HAGAR];
self.clip_size = autocvar_g_balance_hagar_reload_ammo; // for the crosshair ammo display
}
}
-void W_Hagar_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_hagar_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.hagar_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_hagar_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
void W_Hagar_Reload()
{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_hagar_reload_ammo)
- return;
-
- if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)))
- return;
+ self.reload_ammo_player = ammo_rockets;
+ self.reload_ammo_min = min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo);
+ self.reload_ammo_amount = autocvar_g_balance_hagar_reload_ammo;
+ self.reload_time = autocvar_g_balance_hagar_reload_time;
+ self.reload_sound = "weapons/reload.wav";
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_hagar_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hagar_reload_time, W_Hagar_ReloadedAndReady);
-
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
+ W_Reload();
}
void W_Hagar_Explode (void)
if(autocvar_g_balance_hagar_reload_ammo)
{
self.clip_load -= autocvar_g_balance_hagar_primary_ammo;
- self.hagar_load = self.clip_load;
+ self.weapon_load[WEP_HAGAR] = self.clip_load;
}
else
self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo;
if(autocvar_g_balance_hagar_reload_ammo)
{
self.clip_load -= autocvar_g_balance_hagar_secondary_ammo;
- self.hagar_load = self.clip_load;
+ self.weapon_load[WEP_HAGAR] = self.clip_load;
}
else
self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo;
float w_hagar(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
if (random()>0.15)
self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Hagar_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
}
else if (req == WR_CHECKAMMO1)
{
- if(autocvar_g_balance_hagar_reload_ammo)
- return self.hagar_load >= autocvar_g_balance_hagar_primary_ammo;
- else
- return self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
+ ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
+ ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
- if(autocvar_g_balance_hagar_reload_ammo)
- return self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo;
- else
- return self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+ ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
+ return ammo_amount;
}
else if (req == WR_RELOAD)
{
precache_sound("weapons/hagexp3.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s played with tiny rockets";
+ w_deathtypestring = _("%s played with tiny rockets");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
- w_deathtypestring = "%s hoped %s's missiles wouldn't bounce";
+ w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
else // unchecked: SPLASH, SECONDARY
- w_deathtypestring = "%s was pummeled by %s";
+ w_deathtypestring = _("%s was pummeled by %s");
}
return TRUE;
}