void W_SwitchWeapon_Force(entity e, float w)
{
+ // don't switch to another weapon if we're not allowed to
+ if(e.weapon_forbidchange)
+ return;
+
e.cnt = e.switchweapon;
e.switchweapon = w;
e.selectweapon = w;
self.weapon_think = func;
//dprint("next ", ftos(self.weapon_nextthink), "\n");
+ // The shoot animation looks TERRIBLE without animation blending! Yay for moonwalking while shooting!
+ /*
if (restartanim)
if (t)
if (!self.crouch) // shoot anim stands up, this looks bad
{
local vector anim;
- anim = self.anim_shoot;
+ if(self.weapon == WEP_SHOTGUN && self.BUTTON_ATCK2)
+ anim = self.anim_melee;
+ else
+ anim = self.anim_shoot;
anim_z = anim_y / (t + sys_frametime);
setanim(self, anim, FALSE, TRUE, TRUE);
}
+ */
};
void weapon_boblayer1(float spd, vector org)
void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
{
- if(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
return;
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
.float reload_complain;
.string reload_sound;
-float W_ReloadCheck(float ammo_amount, float ammo_shot)
+void W_ReloadedAndReady()
{
+ // finish the reloading process, and 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
+
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.clip_load = self.reload_ammo_amount;
+ else
+ {
+ while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.current_ammo) -= 1;
+ }
+ }
+ self.weapon_load[self.weapon] = self.clip_load;
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) -= self.reload_time - 1;
+
+ w_ready();
+}
+
+void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
+{
+ // set global values to work with
+
+ self.reload_ammo_min = sent_ammo_min;
+ self.reload_ammo_amount = sent_ammo_amount;
+ self.reload_time = sent_time;
+ self.reload_sound = sent_sound;
+
+ // check if we meet the necessary conditions to reload
+
+ entity e;
+ e = get_weaponinfo(self.weapon);
+
+ // don't reload weapons that don't have the RELOADABLE flag
+ if not(e.spawnflags & WEP_FLAG_RELOADABLE)
+ {
+ dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
+ return;
+ }
+
+ // return if reloading is disabled for this weapon
+ if(!self.reload_ammo_amount)
+ return;
+
// our weapon is fully loaded, no need to reload
if (self.clip_load >= self.reload_ammo_amount)
- return FALSE;
+ return;
// no ammo, so nothing to load
- if(!ammo_amount && ammo_shot)
+ if(!self.(self.current_ammo) && self.reload_ammo_min)
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
{
self.clip_load = -1; // reload later
W_SwitchToOtherWeapon(self);
}
- return FALSE;
+ return;
}
if (self.weaponentity)
{
if (self.weaponentity.wframe == WFRAME_RELOAD)
- return FALSE;
+ return;
// allow switching away while reloading, but this will cause a new reload!
self.weaponentity.state = WS_READY;
}
- return TRUE;
-}
-
-void W_ReloadEnd()
-{
- 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
-
- // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
- if(!self.reload_ammo_min)
- self.clip_load = self.reload_ammo_amount;
- else
- {
- while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.(self.current_ammo) -= 1;
- }
- }
- self.weapon_load[self.weapon] = self.clip_load;
-
- t = ATTACK_FINISHED(self) - self.reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
-void W_ReloadStart()
-{
- // return if reloading is disabled for this weapon
- if(!self.reload_ammo_amount)
- return;
-
- if(!W_ReloadCheck(self.(self.current_ammo), self.reload_ammo_min))
- return;
-
- float t;
+ // now begin the reloading process
sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
- t = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
- ATTACK_FINISHED(self) = t;
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
- weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadEnd);
+ weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
+ if(self.clip_load < 0)
+ self.clip_load = 0;
self.old_clip_load = self.clip_load;
- self.clip_load = -1;
+ self.clip_load = self.weapon_load[self.weapon] = -1;
}
-
-void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
-{
- self.reload_ammo_min = sent_ammo_min;
- self.reload_ammo_amount = sent_ammo_amount;
- self.reload_time = sent_time;
- self.reload_sound = sent_sound;
-
- W_ReloadStart();
-}
\ No newline at end of file