.entity queuenext;
.entity queueprev;
+// weapon load persistence, for weapons that support reloading
.float crylink_load;
void W_Crylink_SetAmmoCounter()
if(!autocvar_g_balance_crylink_reload_ammo)
return;
- if(!W_ReloadCheck(self.ammo_cells))
+ if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)))
return;
float t;
float w_crylink(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
{
if (random() < 0.10)
}
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Crylink_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/crylink_fire.wav");
precache_sound ("weapons/crylink_fire2.wav");
precache_sound ("weapons/crylink_linkjoin.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
{
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_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ 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
- }
- else if (req == WR_RELOAD)
- {
- W_Crylink_Reload();
+ w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY
}
return TRUE;
}