.float rl_release;
.float rl_detonate_later;
-void W_RocketLauncher_Reload()
-{
- W_Reload(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
-}
-
void W_Rocket_Unregister()
{
if(self.owner && self.owner.lastrocket == self)
local entity missile;
local entity flash;
- // 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_rocketlauncher_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
- self.weapon_load[WEP_ROCKET_LAUNCHER] = self.clip_load;
- }
- else
- self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
- }
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
else if (req == WR_THINK)
{
if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
- W_RocketLauncher_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else
{
if (self.BUTTON_ATCK)
precache_sound ("weapons/rocket_det.wav");
precache_sound ("weapons/rocket_fire.wav");
precache_sound ("weapons/rocket_mode.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_ROCKET_LAUNCHER);
+ self.current_ammo = ammo_rockets;
self.rl_release = 1;
}
else if (req == WR_CHECKAMMO1)
}
else if (req == WR_RELOAD)
{
- W_RocketLauncher_Reload();
+ W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
}
return TRUE;
};