#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
+REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
#else
#ifdef SVQC
void(float imp) W_SwitchWeapon;
-// weapon load persistence, for weapons that support reloading
-.float laser_load;
-
-void W_Laser_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_laser_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.laser_load;
- self.clip_size = autocvar_g_balance_laser_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_Laser_ReloadedAndReady()
-{
- float t;
-
- self.clip_load = autocvar_g_balance_laser_reload_ammo; // maximum load since this weapon uses no ammo
- self.laser_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_laser_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
void W_Laser_Reload()
{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_laser_reload_ammo)
- return;
-
- if(!W_ReloadCheck(1, 0))
- return;
-
- float t;
+ self.(self.reload_ammo_player) = 1;
+ self.reload_ammo_min = 0;
+ self.reload_ammo_amount = autocvar_g_balance_laser_reload_ammo;
+ self.reload_time = autocvar_g_balance_laser_reload_time;
+ self.reload_sound = "weapons/reload.wav";
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_laser_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_laser_reload_time, W_Laser_ReloadedAndReady);
-
- self.clip_load = -1;
+ W_Reload();
}
void W_Laser_Touch (void)
if(autocvar_g_balance_laser_reload_ammo)
{
self.clip_load -= 1;
- self.laser_load = self.clip_load;
+ self.weapon_load[WEP_LASER] = self.clip_load;
}
}
if(autocvar_g_balance_laser_reload_ammo)
{
self.clip_load -= 1;
- self.laser_load = self.clip_load;
+ self.weapon_load[WEP_LASER] = self.clip_load;
}
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_LASER);
- W_Laser_SetAmmoCounter();
}
else if (req == WR_CHECKAMMO1)
{
{
return TRUE;
}
- else if (req == WR_RESETPLAYER)
- {
- // all weapons must be fully loaded when we spawn
- self.laser_load = autocvar_g_balance_laser_reload_ammo;
- }
else if (req == WR_RELOAD)
{
W_Laser_Reload();
precache_sound("weapons/laserimpact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s lasered themself to hell";
+ w_deathtypestring = _("%s lasered themself to hell");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH
+ w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH
else
- w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH
+ w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH
}
return TRUE;
}