#else
#ifdef SVQC
+// weapon load persistence, for weapons that support reloading
+.float hlac_load;
+
+void W_HLAC_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_hlac_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.hlac_load;
+ self.clip_size = autocvar_g_balance_hlac_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_HLAC_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_hlac_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_cells -= 1;
+ }
+ self.hlac_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_hlac_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_HLAC_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_hlac_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_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_hlac_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hlac_reload_time, W_HLAC_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void W_HLAC_Touch (void)
{
PROJECTILE_TOUCH;
local entity missile;
float spread;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_primary_ammo;
- }
+ // 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_hlac_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
+ self.hlac_load = self.clip_load;
+ }
+ else
+ self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
+ }
spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
{
float i;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_secondary_ammo;
- }
+ // 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_hlac_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
+ self.hlac_load = self.clip_load;
+ }
+ else
+ self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
+ }
for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
W_HLAC_Attack2f();
float w_hlac(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+ if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
+ W_HLAC_Reload();
+ else if (self.BUTTON_ATCK)
{
- self.misc_bulletcounter = 0;
- W_HLAC_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+ if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+ {
+ self.misc_bulletcounter = 0;
+ W_HLAC_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+ }
}
- if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
- if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+ else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
{
- W_HLAC_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+ if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+ {
+ W_HLAC_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+ }
}
-
}
else if (req == WR_PRECACHE)
{
precache_model ("models/weapons/v_hlac.md3");
precache_model ("models/weapons/h_hlac.iqm");
precache_sound ("weapons/lasergun_fire.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_HLAC);
+ W_HLAC_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+ ammo_amount += (autocvar_g_balance_hlac_reload_ammo && self.hlac_load >= autocvar_g_balance_hlac_primary_ammo);
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+ ammo_amount += (autocvar_g_balance_hlac_reload_ammo && self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo);
+ return ammo_amount;
+ }
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_HLAC_Reload();
+ }
return TRUE;
};
#endif