#else
#ifdef SVQC
// NO bounce protection, as bounces are limited!
+
+void W_Hagar_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_hagar_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ 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_Reload()
+{
+ 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";
+
+ W_Reload();
+}
+
void W_Hagar_Explode (void)
{
self.event_damage = SUB_Null;
{
local entity missile;
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_primary_ammo;
+ {
+ if(autocvar_g_balance_hagar_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_hagar_primary_ammo;
+ self.weapon_load[WEP_HAGAR] = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo;
+ }
+
W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
{
local entity missile;
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_secondary_ammo;
+ {
+ if(autocvar_g_balance_hagar_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_hagar_secondary_ammo;
+ self.weapon_load[WEP_HAGAR] = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo;
+ }
+
W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
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);
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+ if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
+ W_Hagar_Reload();
+ else if (self.BUTTON_ATCK)
{
- W_Hagar_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+ if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+ {
+ W_Hagar_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+ }
}
- if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
- if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+ else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
{
- W_Hagar_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+ if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+ {
+ W_Hagar_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+ }
}
}
else if (req == WR_PRECACHE)
precache_model ("models/weapons/v_hagar.md3");
precache_model ("models/weapons/h_hagar.iqm");
precache_sound ("weapons/hagar_fire.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_HAGAR);
+ W_Hagar_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
- 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)
- 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)
+ {
+ W_Hagar_Reload();
+ }
return TRUE;
};
#endif