}\r
else if (req == WR_THINK)\r
{\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
+ grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
+ // forced reload\r
+ if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
+ && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked\r
{\r
- if(time < self.weapon_delay)\r
- return FALSE;\r
-\r
- if(!self.grabber)\r
- if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
- if not(self.grabber_state & GRABBER_FIRING)\r
- if (time > self.grabber_refire)\r
- if (weapon_prepareattack(0, -1))\r
- {\r
- W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
- self.grabber_state |= GRABBER_FIRING;\r
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
- }\r
+ if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
+ weapon_action(self.weapon, WR_RELOAD);\r
}\r
-\r
- if (self.BUTTON_ATCK2)\r
+ else\r
{\r
- if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
{\r
- W_Grabber_Attack2();\r
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ if(time < self.weapon_delay)\r
+ return FALSE;\r
+\r
+ if(!self.grabber)\r
+ if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
+ if not(self.grabber_state & GRABBER_FIRING)\r
+ if (time > self.grabber_refire)\r
+ if (weapon_prepareattack(0, -1))\r
+ {\r
+ W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
+ self.grabber_state |= GRABBER_FIRING;\r
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
+ }\r
+ }\r
+ if (self.BUTTON_ATCK2)\r
+ {\r
+ if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+ {\r
+ W_Grabber_Attack2();\r
+ weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ }\r
}\r
}\r
\r
if ( time > self.grabber_time_grabbered + grabbered_time_max )\r
self.grabber_state |= GRABBER_REMOVING;\r
}\r
- \r
- grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
+\r
if (grabbered_fuel > 0)\r
{\r
if ( time > self.grabber_time_fueldecrease )\r
}\r
else\r
{\r
- self.ammo_fuel = 0;\r
- self.weapon_load[WEP_GRABBER] = 0;\r
self.grabber_state |= GRABBER_REMOVING;\r
W_SwitchWeapon_Force(self, w_getbestweapon(self));\r
}\r
}\r
else if (req == WR_RELOAD)\r
{\r
- W_Reload(min(cvar("g_balance_hagar_primary_ammo"), cvar("g_balance_hagar_secondary_ammo")), cvar("g_balance_hagar_reload_ammo"), cvar("g_balance_hagar_reload_time"), "weapons/reload.wav");\r
+ self.grabber_state |= GRABBER_REMOVING;\r
+ W_Reload(min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo")), cvar("g_balance_grabber_reload_ammo"), cvar("g_balance_grabber_reload_time"), "weapons/reload.wav");\r
}\r
else if (req == WR_SUICIDEMESSAGE)\r
w_deathtypestring = "did the impossible";\r