]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge remote branch 'origin/fruitiex/balance'
authorRudolf Polzer <divverent@alientrap.org>
Wed, 12 Jan 2011 19:49:39 +0000 (20:49 +0100)
committerRudolf Polzer <divverent@alientrap.org>
Wed, 12 Jan 2011 19:49:39 +0000 (20:49 +0100)
13 files changed:
balance25.cfg
balanceLeeStricklin.cfg
balanceSamual.cfg
balanceXonotic.cfg
balancetZork.cfg
defaultXonotic.cfg
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/cl_weapons.qc
qcsrc/server/defs.qh
qcsrc/server/g_damage.qc
qcsrc/server/t_quake3.qc
qcsrc/server/w_sniperrifle.qc

index f50eb7e290b70ac7635499a0cdb6ca6c1cb35681..95c2f2f1f53180cda4e7073c5b13a7402f58f3b8 100644 (file)
@@ -226,6 +226,7 @@ set g_balance_laser_primary_delay 0.05
 set g_balance_laser_primary_gauntlet 0
 set g_balance_laser_primary_force_zscale 1
 set g_balance_laser_primary_force_velocitybias 0
+set g_balance_laser_primary_force_other_scale 1
 set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
 set g_balance_laser_secondary_damage 35
 set g_balance_laser_secondary_edgedamage 10
@@ -241,6 +242,7 @@ set g_balance_laser_secondary_delay 0
 set g_balance_laser_secondary_gauntlet 0
 set g_balance_laser_secondary_force_zscale 1
 set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
 // }}}
 // {{{ shotgun
 set g_balance_shotgun_primary_bullets 6
@@ -625,6 +627,7 @@ set g_balance_sniperrifle_primary_bulletconstant 130 // 56.3qu
 set g_balance_sniperrifle_primary_burstcost 0
 set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
 set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 0
 set g_balance_sniperrifle_secondary_tracer 0
 set g_balance_sniperrifle_secondary_damage 35
 set g_balance_sniperrifle_secondary_headshotaddeddamage 15 // 50 damage only on head
index dd1a2022ad500f852ce2c9d5e285c5613278754a..d1b959c3337af32ef860fbc3c0fcd7f1f572d0ea 100644 (file)
@@ -226,6 +226,7 @@ set g_balance_laser_primary_delay 0.03
 set g_balance_laser_primary_gauntlet 0
 set g_balance_laser_primary_force_zscale 2 // 300 upforce
 set g_balance_laser_primary_force_velocitybias 0.3
+set g_balance_laser_primary_force_other_scale 1
 set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
 set g_balance_laser_secondary_damage 200 // dps
 set g_balance_laser_secondary_edgedamage 0
@@ -241,6 +242,7 @@ set g_balance_laser_secondary_delay 0
 set g_balance_laser_secondary_gauntlet 1
 set g_balance_laser_secondary_force_zscale 1.25
 set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
 // }}}
 // {{{ shotgun
 set g_balance_shotgun_primary_bullets 5
@@ -625,6 +627,7 @@ set g_balance_sniperrifle_primary_bulletconstant 130 // 56.3qu
 set g_balance_sniperrifle_primary_burstcost 0 // require same cooldown as secondary, note it's smaller than primary refire time
 set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
 set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 0
 set g_balance_sniperrifle_secondary_tracer 0
 set g_balance_sniperrifle_secondary_damage 40
 set g_balance_sniperrifle_secondary_headshotaddeddamage 20
index bfe331b151860f02269de54245f3b32f542af4d6..600f7fb5e276150915c9732d110c45715aa117db 100644 (file)
@@ -226,6 +226,7 @@ set g_balance_laser_primary_delay 0.03
 set g_balance_laser_primary_gauntlet 0
 set g_balance_laser_primary_force_zscale 2 // 350 upforce
 set g_balance_laser_primary_force_velocitybias 0.3
+set g_balance_laser_primary_force_other_scale 1
 set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
 set g_balance_laser_secondary_damage 25
 set g_balance_laser_secondary_edgedamage 10
@@ -241,6 +242,7 @@ set g_balance_laser_secondary_delay 0
 set g_balance_laser_secondary_gauntlet 0
 set g_balance_laser_secondary_force_zscale 1.25
 set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
 // }}}
 // {{{ shotgun
 set g_balance_shotgun_primary_bullets 10
@@ -625,6 +627,7 @@ set g_balance_sniperrifle_primary_bulletconstant 110 // 62.2qu
 set g_balance_sniperrifle_primary_burstcost 0
 set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
 set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 0
 set g_balance_sniperrifle_secondary_tracer 0
 set g_balance_sniperrifle_secondary_damage 50
 set g_balance_sniperrifle_secondary_headshotaddeddamage 50 // 50 damage only on head
index b66ef86bd6682d916cb3850f50cbd46414ef41b6..8ca152f1cb3baccdecb7a7e80cf3475d7eafe3ae 100644 (file)
@@ -181,7 +181,7 @@ set g_balance_falldamage_maxdamage 15
 // }}}
 
 // {{{ powerups
-set g_balance_powerup_invincible_takedamage 0.3
+set g_balance_powerup_invincible_takedamage 0.6
 set g_balance_powerup_invincible_time 30
 set g_balance_powerup_strength_damage 3
 set g_balance_powerup_strength_force 4
@@ -226,6 +226,7 @@ set g_balance_laser_primary_delay 0
 set g_balance_laser_primary_gauntlet 0
 set g_balance_laser_primary_force_zscale 2 // 300 upforce
 set g_balance_laser_primary_force_velocitybias 0.3
+set g_balance_laser_primary_force_other_scale 2.5 // force 375 when pushing others around
 set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
 set g_balance_laser_secondary_damage 200 // dps
 set g_balance_laser_secondary_edgedamage 0
@@ -241,6 +242,7 @@ set g_balance_laser_secondary_delay 0
 set g_balance_laser_secondary_gauntlet 1
 set g_balance_laser_secondary_force_zscale 1.25
 set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 0
 // }}}
 // {{{ shotgun
 set g_balance_shotgun_primary_bullets 18
@@ -271,13 +273,13 @@ set g_balance_uzi_spread_add 0.008
 set g_balance_uzi_burst 3                              // # of bullets in a burst (if set to 2 or more)
 set g_balance_uzi_burst_refire 0.05            // refire between burst bullets
 set g_balance_uzi_burst_refire2 0.45   // refire after burst
-set g_balance_uzi_burst_spread 0.05
-set g_balance_uzi_burst_damage 20       // 100 dps, delivered in 0.15s 
+set g_balance_uzi_burst_spread 0.07
+set g_balance_uzi_burst_damage 25
 set g_balance_uzi_burst_force 50
 set g_balance_uzi_burst_ammo 3
 
 set g_balance_uzi_first 1
-set g_balance_uzi_first_damage 20       // 100 dps
+set g_balance_uzi_first_damage 22
 set g_balance_uzi_first_force 50
 set g_balance_uzi_first_spread 0.03
 set g_balance_uzi_first_refire 0.2
@@ -285,7 +287,7 @@ set g_balance_uzi_first_ammo 2
 
 set g_balance_uzi_sustained_damage 12   // 120 dps
 set g_balance_uzi_sustained_force 12
-set g_balance_uzi_sustained_spread 0.08
+set g_balance_uzi_sustained_spread 0.06
 set g_balance_uzi_sustained_refire 0.1
 set g_balance_uzi_sustained_ammo 1
 
@@ -361,7 +363,7 @@ set g_balance_electro_primary_edgedamage 0
 set g_balance_electro_primary_force 425
 set g_balance_electro_primary_force_up 125
 set g_balance_electro_primary_radius 850
-set g_balance_electro_primary_comboradius 75
+set g_balance_electro_primary_comboradius 150
 set g_balance_electro_primary_speed 0
 set g_balance_electro_primary_spread 0
 set g_balance_electro_primary_lifetime 0
@@ -426,21 +428,21 @@ set g_balance_crylink_primary_other_lifetime 2 // range: 800 full, fades to 1300
 set g_balance_crylink_primary_other_fadetime 0.25
 
 set g_balance_crylink_secondary 1
-set g_balance_crylink_secondary_damage 3
-set g_balance_crylink_secondary_edgedamage 0
-set g_balance_crylink_secondary_force -20
-set g_balance_crylink_secondary_radius 5
-set g_balance_crylink_secondary_speed 1700
-set g_balance_crylink_secondary_spread 0.03
-set g_balance_crylink_secondary_shots 3
-set g_balance_crylink_secondary_bounces 0
-set g_balance_crylink_secondary_refire 0.15
-set g_balance_crylink_secondary_animtime 0.15
-set g_balance_crylink_secondary_ammo 1
-set g_balance_crylink_secondary_bouncedamagefactor 0.5
+set g_balance_crylink_secondary_damage 8
+set g_balance_crylink_secondary_edgedamage 3
+set g_balance_crylink_secondary_force 20
+set g_balance_crylink_secondary_radius 20
+set g_balance_crylink_secondary_speed 1500
+set g_balance_crylink_secondary_spread 0.1
+set g_balance_crylink_secondary_shots 6
+set g_balance_crylink_secondary_bounces 2
+set g_balance_crylink_secondary_refire 0.8
+set g_balance_crylink_secondary_animtime 0.3
+set g_balance_crylink_secondary_ammo 2
+set g_balance_crylink_secondary_bouncedamagefactor 0.2
 set g_balance_crylink_secondary_joindelay 0
-set g_balance_crylink_secondary_joinspread 0
-set g_balance_crylink_secondary_jointime 0
+set g_balance_crylink_secondary_joinspread 0.2
+set g_balance_crylink_secondary_jointime 0.1
 set g_balance_crylink_secondary_joinexplode 0                  
 set g_balance_crylink_secondary_joinexplode_damage 0   
 set g_balance_crylink_secondary_joinexplode_edgedamage 0
@@ -451,7 +453,7 @@ set g_balance_crylink_secondary_linkexplode 1
 set g_balance_crylink_secondary_middle_lifetime 5 // range: 10000 full, fades to 10000
 set g_balance_crylink_secondary_middle_fadetime 5
 set g_balance_crylink_secondary_line_lifetime 2 // range: 4000 full, fades to 8000
-set g_balance_crylink_secondary_line_fadetime 2
+set g_balance_crylink_secondary_line_fadetime 0.25
 // }}}
 // {{{ nex
 set g_balance_nex_primary_damage 90
@@ -468,14 +470,14 @@ set g_balance_nex_secondary 1
 set g_balance_nex_secondary_charge 1
 set g_balance_nex_secondary_charge_rate 0.4
 set g_balance_nex_secondary_chargepool 1
-set g_balance_nex_secondary_chargepool_regen 0.15
-set g_balance_nex_secondary_chargepool_pause_regen 1
-set g_balance_nex_secondary_chargepool_pause_health_regen 1
+set g_balance_nex_secondary_chargepool_regen 0.25
+set g_balance_nex_secondary_chargepool_pause_regen 2
+set g_balance_nex_secondary_chargepool_pause_health_regen 0.5
 set g_balance_nex_secondary_damage 0
 set g_balance_nex_secondary_force 0
 set g_balance_nex_secondary_refire 0
 set g_balance_nex_secondary_animtime 0
-set g_balance_nex_secondary_ammo 0.2 // full charge pool is 1, so it depletes in 5 secs
+set g_balance_nex_secondary_ammo 0.4 // full charge pool is 1, so it depletes in 2.5 secs
 set g_balance_nex_secondary_damagefalloff_mindist 0
 set g_balance_nex_secondary_damagefalloff_maxdist 0
 set g_balance_nex_secondary_damagefalloff_halflife 0
@@ -487,7 +489,7 @@ set g_balance_nex_charge_start 0.5
 set g_balance_nex_charge_rate 0.5
 set g_balance_nex_charge_limit 0.5
 set g_balance_nex_charge_rot_rate 0.1
-set g_balance_nex_charge_rot_pause 1 // Dont rot down until this long after release of charge button
+set g_balance_nex_charge_rot_pause 0.5 // Dont rot down until this long after release of charge button
 set g_balance_nex_charge_shot_multiplier 0
 set g_balance_nex_charge_velocity_rate 0
 set g_balance_nex_charge_minspeed 600
@@ -502,7 +504,7 @@ set g_balance_minstanex_ammo 10
 set g_balance_hagar_primary_damage 14
 set g_balance_hagar_primary_edgedamage 6
 set g_balance_hagar_primary_force 70
-set g_balance_hagar_primary_radius 115
+set g_balance_hagar_primary_radius 110
 set g_balance_hagar_primary_spread 0.1
 set g_balance_hagar_primary_speed 1800
 set g_balance_hagar_primary_lifetime 5
@@ -625,6 +627,7 @@ set g_balance_sniperrifle_primary_bulletconstant 110 // 62.2qu
 set g_balance_sniperrifle_primary_burstcost 0
 set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
 set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 1
 set g_balance_sniperrifle_secondary_tracer 0
 set g_balance_sniperrifle_secondary_damage 42
 set g_balance_sniperrifle_secondary_headshotaddeddamage 42
index e7f5431d045aefcd0946461e388ab07b0922ec62..174a5c3dad8c55a8b5aea0d93e8732b67cda2777 100644 (file)
@@ -226,6 +226,7 @@ set g_balance_laser_primary_delay 0
 set g_balance_laser_primary_gauntlet 0
 set g_balance_laser_primary_force_zscale 1.2
 set g_balance_laser_primary_force_velocitybias 0
+set g_balance_laser_primary_force_other_scale 1
 set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
 set g_balance_laser_secondary_damage 35
 set g_balance_laser_secondary_edgedamage 10
@@ -241,6 +242,7 @@ set g_balance_laser_secondary_delay 0
 set g_balance_laser_secondary_gauntlet 0
 set g_balance_laser_secondary_force_zscale 1
 set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
 // }}}
 // {{{ shotgun
 set g_balance_shotgun_primary_bullets 10
@@ -625,6 +627,7 @@ set g_balance_sniperrifle_primary_bulletconstant 110 // 62.2qu
 set g_balance_sniperrifle_primary_burstcost 0
 set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
 set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 0
 set g_balance_sniperrifle_secondary_tracer 0
 set g_balance_sniperrifle_secondary_damage 50
 set g_balance_sniperrifle_secondary_headshotaddeddamage 50 // 50 damage only on head
index f7ced84a2f4e76334451b90f605f946bbe2d3131..ede5f91434d216b8e5935ec24fb44cff95c98564 100644 (file)
@@ -644,6 +644,7 @@ seta g_mirrordamage 0.700000        "for teamplay 4: mirror damage factor"
 seta g_mirrordamage_virtual 1  "for teamplay 4: do not actually apply mirror damage, just show graphics effect for it"
 seta g_friendlyfire 0.500000   "for teamplay 4: fiendly fire factor"
 seta g_friendlyfire_virtual 1  "for teamplay 4: do not actually apply friendly fire, just show graphics effect for it"
+seta g_friendlyfire_virtual_force 1    "for teamplay 4: apply force even though damage was made virtual only"
 seta g_teamdamage_threshold 40 "for teamplay 4: threshold over which to apply mirror damage"
 seta g_teamdamage_resetspeed 20        "for teamplay 4: how fast player's teamdamage count decreases"
 
index 427a60c5ec1366929d56d72f158b646aa3254730..f1f8a5940633198388afde493285e21075efb65f 100644 (file)
@@ -109,6 +109,7 @@ float autocvar_g_balance_sniperrifle_secondary_damage;
 float autocvar_g_balance_sniperrifle_secondary_force;
 float autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage;
 float autocvar_g_balance_sniperrifle_secondary_lifetime;
+float autocvar_g_balance_sniperrifle_secondary_reload;
 float autocvar_g_balance_sniperrifle_secondary_refire;
 float autocvar_g_balance_sniperrifle_secondary_speed;
 float autocvar_g_balance_sniperrifle_secondary_spread;
@@ -390,6 +391,7 @@ float autocvar_g_balance_laser_primary_damage;
 float autocvar_g_balance_laser_primary_delay;
 float autocvar_g_balance_laser_primary_edgedamage;
 float autocvar_g_balance_laser_primary_force;
+float autocvar_g_balance_laser_primary_force_other_scale;
 float autocvar_g_balance_laser_primary_force_velocitybias;
 float autocvar_g_balance_laser_primary_force_zscale;
 float autocvar_g_balance_laser_primary_lifetime;
@@ -402,6 +404,7 @@ float autocvar_g_balance_laser_secondary_animtime;
 float autocvar_g_balance_laser_secondary_damage;
 float autocvar_g_balance_laser_secondary_edgedamage;
 float autocvar_g_balance_laser_secondary_force;
+float autocvar_g_balance_laser_secondary_force_other_scale;
 float autocvar_g_balance_laser_secondary_force_velocitybias;
 float autocvar_g_balance_laser_secondary_force_zscale;
 float autocvar_g_balance_laser_secondary_lifetime;
@@ -726,6 +729,7 @@ float autocvar_g_freezetag_revive_clearspeed;
 float autocvar_g_freezetag_warmup;
 #define autocvar_g_friendlyfire cvar("g_friendlyfire")
 #define autocvar_g_friendlyfire_virtual cvar("g_friendlyfire_virtual")
+#define autocvar_g_friendlyfire_virtual_force cvar("g_friendlyfire_virtual_force")
 float autocvar_g_full_getstatus_responses;
 float autocvar_g_fullbrightitems;
 float autocvar_g_fullbrightplayers;
index 2e5c60118cc2154d30a21db59c509430690e688b..836f2069a8eef4bc80386f8e3b1ad4252c98463e 100644 (file)
@@ -1065,6 +1065,8 @@ void PutClientInServer (void)
                self.cnt = self.switchweapon;
                self.weapon = 0;
 
+        self.wish_reload = 0;
+
                if(!self.alivetime)
                        self.alivetime = time;
        } else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
index 6de63b9377fd76893498adebe0507247737e3fe1..17190326f85daf322c5ec9ab3aa4dadf77c4b618 100644 (file)
@@ -1,8 +1,6 @@
 void W_Reload()
 {
-       if(self.switchweapon == self.weapon)
-       if(self.weaponentity.state == WS_READY)
-               weapon_action(self.weapon, WR_RELOAD);
+    self.wish_reload = 1;
 }
 
 // switch between weapons
index 8db4849e7816e1a161b9e27375924e22b0d93e12..970c86af429ecf3c4ef267ca4ef62b145e1afcad 100644 (file)
@@ -613,6 +613,7 @@ float client_cefc_accumulatortime;
 #endif
 
 .float sniperrifle_bulletcounter;
+.float wish_reload;
 
 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
 // when doing this, hagar can go through clones
index 3530fcaccd038c739f553862acd750a1c536f2ac..357f5191ec8355c9d22533f016a53a45191e372a 100644 (file)
@@ -602,7 +602,8 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                                                                targ.dmg_save += v_y;
                                                                targ.dmg_inflictor = inflictor;
                                                                damage = 0;
-                                                               force = '0 0 0';
+                                if(!autocvar_g_friendlyfire_virtual_force)
+                                    force = '0 0 0';
                                                        }
                                                }
                                                else
@@ -1026,33 +1027,47 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e
                                                // laser force adjustments :P
                                                if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
                                                {
-                                                       vector vel;
-
-                                                       float force_zscale;
-                                                       float force_velocitybiasramp;
-                                                       float force_velocitybias;
-
-                                                       force_velocitybiasramp = autocvar_sv_maxspeed;
-                                                       if(deathtype & HITTYPE_SECONDARY)
-                                                       {
-                                                               force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
-                                                               force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
-                                                       }
-                                                       else
-                                                       {
-                                                               force_zscale = autocvar_g_balance_laser_primary_force_zscale;
-                                                               force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
-                                                       }
-
-                                                       vel = targ.velocity;
-                                                       vel_z = 0;
-                                                       vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
-                                                       force =
-                                                               vlen(force)
-                                                               *
-                                                               normalize(normalize(force) + vel);
-
-                                                       force_z *= force_zscale;
+                            if (targ == attacker)
+                            {
+                                vector vel;
+
+                                float force_zscale;
+                                float force_velocitybiasramp;
+                                float force_velocitybias;
+
+                                force_velocitybiasramp = autocvar_sv_maxspeed;
+                                if(deathtype & HITTYPE_SECONDARY)
+                                {
+                                    force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
+                                    force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
+                                }
+                                else
+                                {
+                                    force_zscale = autocvar_g_balance_laser_primary_force_zscale;
+                                    force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
+                                }
+
+                                vel = targ.velocity;
+                                vel_z = 0;
+                                vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
+                                force =
+                                    vlen(force)
+                                    *
+                                    normalize(normalize(force) + vel);
+
+                                force_z *= force_zscale;
+                            }
+                            else
+                            {
+                                if(deathtype & HITTYPE_SECONDARY)
+                                {
+                                    force *= autocvar_g_balance_laser_secondary_force_other_scale;
+                                }
+                                else
+                                {
+                                    force *= autocvar_g_balance_laser_primary_force_other_scale;
+                                }
+                            }
                                                }
 
                                                //if (targ == attacker)
index 11bf880e60bf102b1d992c25698e8ff471973fbd..603a189724db1827bd529abcb7a6ecca5a2da2e4 100644 (file)
@@ -23,7 +23,7 @@ void spawnfunc_weapon_plasmagun()    { spawnfunc_weapon_hagar();        }
 void spawnfunc_ammo_cells()          { spawnfunc_item_rockets();        }
 
 // Rail -> Rifle
-void spawnfunc_weapon_railgun()      { spawnfunc_weapon_sniperrifle();  }
+void spawnfunc_weapon_railgun()      { spawnfunc_weapon_nex();  }
 void spawnfunc_ammo_slugs()          { spawnfunc_item_bullets();        }
 
 // BFG -> Crylink
index 720ab8f82be4d9a79fe1e7a3d043ddec188e01ff..22992dc3cf7a1342362fbce4d1fcc39f3549a168 100644 (file)
@@ -212,9 +212,7 @@ float w_sniperrifle(float req)
        {
                if(self.sniperrifle_bulletcounter < 0) // forced reload (e.g. because interrupted)
                {
-                       if(self.switchweapon == self.weapon)
-                       if(self.weaponentity.state == WS_READY)
-                               W_SniperRifle_Reload();
+            self.wish_reload = 1;
                }
                else
                {
@@ -231,16 +229,32 @@ float w_sniperrifle(float req)
                        {       
                                if (autocvar_g_balance_sniperrifle_secondary)
                                {
-                                       if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
-                                       if (time >= self.sniperrifle_accumulator + autocvar_g_balance_sniperrifle_secondary_burstcost)
-                                       {
-                                               weapon_prepareattack_do(1, autocvar_g_balance_sniperrifle_secondary_refire);
-                                               W_SniperRifle_BulletHail(autocvar_g_balance_sniperrifle_secondary_bullethail, W_SniperRifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_sniperrifle_secondary_animtime, autocvar_g_balance_sniperrifle_primary_refire);
-                                               self.sniperrifle_accumulator += autocvar_g_balance_sniperrifle_secondary_burstcost;
-                                       }
+                    if(autocvar_g_balance_sniperrifle_secondary_reload)
+                        self.wish_reload = 1;
+                    else
+                    {
+                        if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
+                        if (time >= self.sniperrifle_accumulator + autocvar_g_balance_sniperrifle_secondary_burstcost)
+                        {
+                            weapon_prepareattack_do(1, autocvar_g_balance_sniperrifle_secondary_refire);
+                            W_SniperRifle_BulletHail(autocvar_g_balance_sniperrifle_secondary_bullethail, W_SniperRifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_sniperrifle_secondary_animtime, autocvar_g_balance_sniperrifle_primary_refire);
+                            self.sniperrifle_accumulator += autocvar_g_balance_sniperrifle_secondary_burstcost;
+                        }
+                    }
                                }
                        }
                }
+        if(self.wish_reload)
+        {
+            if(self.switchweapon == self.weapon)
+            {
+                if(self.weaponentity.state == WS_READY)
+                {
+                    self.wish_reload = 0;
+                    W_SniperRifle_Reload();
+                }
+            }
+        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -266,7 +280,7 @@ float w_sniperrifle(float req)
                return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
        else if (req == WR_RELOAD)
        {
-               W_SniperRifle_Reload();
+        self.wish_reload = 1;
        }
        else if (req == WR_RESETPLAYER)
        {