//** In fully automatic mode some of the gas is used to extract and reload the next cartrige, thus there is less power and range.
.float sniperrifle_accumulator;
+.float sniperrifle_load;
-void W_SniperRifle_DoReload()
+void W_SniperRifle_SetAmmoCounter()
{
+ if(!autocvar_g_balance_sniperrifle_reload_ammo)
+ self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
+ else
+ self.ammo_counter = self.sniperrifle_load;
+}
+
+void W_SniperRifle_Reload()
+{
+ // reloading is disabled for this weapon
+ if(!autocvar_g_balance_shotgun_reload_ammo)
+ return;
+
w_ready();
if(W_Reload(self.ammo_nails))
+ {
+ // now do the actual ammo transfer
+ for(self.sniperrifle_load; self.sniperrifle_load < autocvar_g_balance_shotgun_reload_ammo && self.ammo_nails; ++self.sniperrifle_load)
+ self.ammo_nails -= 1;
return;
+ }
+}
+
+float W_SniperRifle_CheckMaxBullets(float checkammo)
+{
+ float maxbulls;
+ maxbulls = autocvar_g_balance_sniperrifle_magazinecapacity;
+ if(!maxbulls)
+ maxbulls = 8; // match HUD
+ if(checkammo)
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ maxbulls = min(maxbulls, floor(self.ammo_nails / min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)));
+ if(self.ammo_counter > maxbulls)
+ self.ammo_counter = maxbulls;
+ return (self.ammo_counter == maxbulls);
}
void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
{
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_nails -= pAmmo;
+ {
+ if(!autocvar_g_balance_sniperrifle_reload_ammo)
+ self.ammo_nails -= pAmmo;
+ else
+ self.sniperrifle_load -= pAmmo;
+ }
if(deathtype & HITTYPE_SECONDARY)
W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_secondary_damage + autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage);
{
float r, sw, af;
if(self.ammo_counter <= 0)
- W_SniperRifle_DoReload();
+ W_SniperRifle_Reload();
if(self.ammo_counter < 0)
return; // reloading, so we are done
sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
}
else if (req == WR_THINK)
{
+ W_SniperRifle_SetAmmoCounter();
if(self.ammo_counter < 0) // forced reload (e.g. because interrupted)
- {
self.wish_reload = 1;
- }
else
{
self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
{
weapon_setup(WEP_SNIPERRIFLE);
- full = W_CheckMaxBullets(TRUE);
+ full = W_SniperRifle_CheckMaxBullets(TRUE);
if(autocvar_g_balance_sniperrifle_auto_reload_on_switch)
if(!full)
self.ammo_counter = -1;
{
self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
self.ammo_counter = autocvar_g_balance_sniperrifle_magazinecapacity;
- W_CheckMaxBullets(FALSE);
+ W_SniperRifle_CheckMaxBullets(FALSE);
}
return TRUE;
};