#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
+REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
#else
#ifdef SVQC
.float rl_release;
.float rl_detonate_later;
-.float rocketlauncher_load;
-
-void W_RocketLauncher_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_rocketlauncher_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.rocketlauncher_load;
- self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_RocketLauncher_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_rocketlauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.ammo_rockets -= 1;
- }
- self.rocketlauncher_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
void W_RocketLauncher_Reload()
{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_rocketlauncher_reload_ammo)
- return;
-
- if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
- return;
-
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
+ self.reload_ammo_player = ammo_rockets;
+ self.reload_ammo_min = autocvar_g_balance_rocketlauncher_ammo;
+ self.reload_ammo_amount = autocvar_g_balance_rocketlauncher_reload_ammo;
+ self.reload_time = autocvar_g_balance_rocketlauncher_reload_time;
+ self.reload_sound = "weapons/reload.wav";
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
+ W_Reload();
}
void W_Rocket_Unregister()
if(autocvar_g_balance_rocketlauncher_reload_ammo)
{
self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
- self.rocketlauncher_load = self.clip_load;
+ self.weapon_load[WEP_ROCKET_LAUNCHER] = self.clip_load;
}
else
self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
{
entity rock;
float rockfound;
+ float ammo_amount;
+
if (req == WR_AIM)
{
// aim and decide to fire if appropriate
sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_RocketLauncher_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/rocket_det.wav");
precache_sound ("weapons/rocket_fire.wav");
precache_sound ("weapons/rocket_mode.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_ROCKET_LAUNCHER);
- W_RocketLauncher_SetAmmoCounter();
self.rl_release = 1;
}
else if (req == WR_CHECKAMMO1)
{
- if(autocvar_g_balance_rocketlauncher_reload_ammo)
+ // don't switch while guiding a missile
+ if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
{
- // don't switch while guiding a missile
- if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
- && self.clip_load < autocvar_g_balance_rocketlauncher_ammo)
- return FALSE;
- }
- else
- {
- // don't switch while guiding a missile
- if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
- && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
- return FALSE;
+ if(autocvar_g_balance_rocketlauncher_reload_ammo)
+ {
+ if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
+ ammo_amount = TRUE;
+ }
+ else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+ ammo_amount = TRUE;
+ return !ammo_amount;
}
}
else if (req == WR_CHECKAMMO2)
precache_sound("weapons/rocket_impact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s exploded";
+ w_deathtypestring = _("%s exploded");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
- w_deathtypestring = "%s got too close to %s's rocket";
+ w_deathtypestring = _("%s got too close to %s's rocket");
else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = "%s almost dodged %s's rocket";
+ w_deathtypestring = _("%s almost dodged %s's rocket");
else
- w_deathtypestring = "%s ate %s's rocket";
+ w_deathtypestring = _("%s ate %s's rocket");
}
return TRUE;
}