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()
{
- // our weapon is fully loaded, no need to reload
- if (self.clip_load >= self.reload_ammo_amount)
- return FALSE;
-
- // no ammo, so nothing to load
- if(!ammo_amount && ammo_shot)
- {
- if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
- {
- play2(self, "weapons/unavailable.wav");
- sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
- self.reload_complain = time + 1;
- }
- // switch away if the amount of ammo is not enough to keep using this weapon
- if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
- {
- self.clip_load = -1; // reload later
- W_SwitchToOtherWeapon(self);
- }
- return FALSE;
- }
-
- if (self.weaponentity)
- {
- if (self.weaponentity.wframe == WFRAME_RELOAD)
- return FALSE;
-
- // allow switching away while reloading, but this will cause a new reload!
- self.weaponentity.state = WS_READY;
- }
-
- return TRUE;
-}
-
-void W_ReloadEnd()
-{
- // now do the ammo transfer
+ // 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)
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
self.clip_load = self.reload_ammo_amount;
else
{
w_ready();
}
-void W_ReloadStart()
-{
- sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
-
- // 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);
-
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
-}
-
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);
- // check if we can reload or not
-
// don't reload weapons that don't have the RELOADABLE flag
if not(e.spawnflags & WEP_FLAG_RELOADABLE)
{
if(!self.reload_ammo_amount)
return;
- if(!W_ReloadCheck(self.(self.current_ammo), self.reload_ammo_min))
+ // our weapon is fully loaded, no need to reload
+ if (self.clip_load >= self.reload_ammo_amount)
+ return;
+
+ // no ammo, so nothing to load
+ 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)
+ {
+ play2(self, "weapons/unavailable.wav");
+ sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
+ self.reload_complain = time + 1;
+ }
+ // switch away if the amount of ammo is not enough to keep using this weapon
+ if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
+ {
+ self.clip_load = -1; // reload later
+ W_SwitchToOtherWeapon(self);
+ }
return;
+ }
+
+ if (self.weaponentity)
+ {
+ if (self.weaponentity.wframe == WFRAME_RELOAD)
+ return;
+
+ // allow switching away while reloading, but this will cause a new reload!
+ self.weaponentity.state = WS_READY;
+ }
+
+ // now begin the reloading process
- // now we can begin the actual reloading
- W_ReloadStart();
-}
\ No newline at end of file
+ sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
+
+ // 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_ReloadedAndReady);
+
+ if(self.clip_load < 0)
+ self.clip_load = 0;
+ self.old_clip_load = self.clip_load;
+ self.clip_load = self.weapon_load[self.weapon] = -1;
+}