#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)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.minstanex_load;
+ self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Minstanex_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_minstanex_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.minstanex_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Minstanex_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_minstanex_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void W_MinstaNex_Attack (void)
{
float flying;
if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- if (g_minstagib)
- self.ammo_cells = self.ammo_cells - 1;
+ if(autocvar_g_balance_minstanex_reload_ammo)
+ {
+ if (g_minstagib)
+ self.clip_load -= - 1;
+ else
+ self.clip_load -= autocvar_g_balance_minstanex_ammo;
+ self.minstanex_load = self.clip_load;
+ }
else
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_minstanex_ammo;
+ {
+ if (g_minstagib)
+ self.ammo_cells -= - 1;
+ else
+ self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
+ }
}
}
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ 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
+ W_Minstanex_Reload();
+ else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
{
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)
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_MINSTANEX);
+ W_Minstanex_SetAmmoCounter();
self.minstanex_lasthit = 0;
}
else if (req == WR_CHECKAMMO1)
{
- if (g_minstagib)
- return self.ammo_cells >= 1;
+ 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
- return self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
+ {
+ if (g_minstagib)
+ return self.ammo_cells >= 1;
+ else
+ return self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
+ }
}
else if (req == WR_CHECKAMMO2)
return TRUE;
{
self.minstanex_lasthit = 0;
}
+ else if (req == WR_RELOAD)
+ {
+ W_Minstanex_Reload();
+ }
return TRUE;
};
#endif