#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
+REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
#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;
+ W_Reload(ammo_cells, min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
}
void W_HLAC_Touch (void)
if(autocvar_g_balance_hlac_reload_ammo)
{
self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
- self.hlac_load = self.clip_load;
+ self.weapon_load[WEP_HLAC] = self.clip_load;
}
else
self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
if(autocvar_g_balance_hlac_reload_ammo)
{
self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
- self.hlac_load = self.clip_load;
+ self.weapon_load[WEP_HLAC] = self.clip_load;
}
else
self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
else if (req == WR_SETUP)
{
weapon_setup(WEP_HLAC);
- W_HLAC_SetAmmoCounter();
}
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
- ammo_amount += self.hlac_load >= autocvar_g_balance_hlac_primary_ammo;
+ ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_primary_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
- ammo_amount += self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_HLAC] >= 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();