.entity queuenext;
.entity queueprev;
+// weapon load persistence, for weapons that support reloading
+.float crylink_load;
+
void W_Crylink_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
float w_crylink(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
{
if (random() < 0.10)
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- if(autocvar_g_balance_crylink_reload_ammo)
- return self.crylink_load >= autocvar_g_balance_crylink_primary_ammo;
- else
- return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
+ ammo_amount += (autocvar_g_balance_crylink_reload_ammo && self.crylink_load >= autocvar_g_balance_crylink_primary_ammo);
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- if(autocvar_g_balance_crylink_reload_ammo)
- return self.crylink_load >= autocvar_g_balance_crylink_secondary_ammo;
- else
- return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
+ ammo_amount += (autocvar_g_balance_crylink_reload_ammo && self.crylink_load >= autocvar_g_balance_crylink_secondary_ammo);
+ return ammo_amount;
}
- else if (req == WR_RELOAD)
+ else if (req == WR_RESETPLAYER)
{
- W_Crylink_Reload();
+ // all weapons must be fully loaded when we spawn
+ self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
}
- else if (req == WR_SWITCHABLE)
+ else if (req == WR_RELOAD)
{
- // checks if this weapon can be switched to, when reloading is enabled
- // returns true if there's either enough load in the weapon to use it,
- // or we have enough ammo to reload the weapon to a usable point
- float ammo_amount;
- ammo_amount = min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo);
- return self.crylink_load >= ammo_amount || self.ammo_cells >= ammo_amount;
+ W_Crylink_Reload();
}
return TRUE;
};
}
else if (req == WR_SUICIDEMESSAGE)
{
- w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
+ w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
}
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_BOUNCE)
- w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
+ w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
+ w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
else
- w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
+ w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY
}
return TRUE;
}