#ifdef SVQC
.float minstanex_lasthit;
-.float minstanex_load;
-
void W_Minstanex_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
if(!autocvar_g_balance_minstanex_reload_ammo)
return;
- if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ {
+ if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)))
+ return;
+ }
+ else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
return;
float t;
void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
+float minstanex_ammo;
float w_minstanex(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
{
- if(self.ammo_cells>0)
+ if(self.ammo_cells > 0)
self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
else
self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
}
else if (req == WR_THINK)
{
- if(autocvar_g_balance_minstanex_reload_ammo && ((g_minstagib && self.clip_load < 1) || (!g_minstagib && self.clip_load < autocvar_g_balance_minstanex_ammo))) // forced reload
+ if(g_minstagib)
+ minstanex_ammo = 1;
+ else
+ minstanex_ammo = autocvar_g_balance_minstanex_ammo;
+
+ // if the laser uses load, we also consider its ammo for reloading
+ if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload
+ W_Minstanex_Reload();
+ else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
W_Minstanex_Reload();
else if (self.BUTTON_ATCK)
{
{
self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
+ // decrease ammo for the laser?
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ {
+ if(autocvar_g_balance_minstanex_reload_ammo)
+ self.clip_load -= autocvar_g_balance_minstanex_laser_ammo;
+ else
+ self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo;
+ }
+
// ugly minstagib hack to reuse the fire mode of the laser
float w;
w = self.weapon;
self.weapon = w;
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Minstanex_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/nexwhoosh1.wav");
precache_sound ("weapons/nexwhoosh2.wav");
precache_sound ("weapons/nexwhoosh3.wav");
+ precache_sound ("weapons/reload.wav");
w_laser(WR_PRECACHE);
}
else if (req == WR_SETUP)
}
else if (req == WR_CHECKAMMO1)
{
- if(autocvar_g_balance_minstanex_reload_ammo)
- {
- if (g_minstagib)
- return self.clip_load >= 1;
- else
- return self.clip_load >= autocvar_g_balance_minstanex_ammo;
- }
- else
- {
- if (g_minstagib)
- return self.ammo_cells >= 1;
- else
- return self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
- }
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
+ ammo_amount += (autocvar_g_balance_minstanex_reload_ammo && self.minstanex_load >= autocvar_g_balance_minstanex_ammo);
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
- return TRUE;
+ {
+ if(!autocvar_g_balance_minstanex_laser_ammo)
+ return TRUE;
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
+ ammo_amount += (autocvar_g_balance_minstanex_reload_ammo && self.minstanex_load >= autocvar_g_balance_minstanex_laser_ammo);
+ return ammo_amount;
+ }
else if (req == WR_RESETPLAYER)
{
self.minstanex_lasthit = 0;