#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
+REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
#else
#ifdef SVQC
.float minstanex_lasthit;
-.float minstanex_load;
-
-float W_Minstanex_LaserUsesLoad()
-{
- // if the minsta uses reloading, and consumption is enabled for the minsta laser, decrease clip load
- if(!autocvar_g_balance_minstanex_reload_ammo) // reloading is disabled
- return FALSE;
-
- if(autocvar_g_balance_minstanex_reload_laserload)
- return autocvar_g_balance_minstanex_reload_laserload;
-
- return FALSE;
-}
-
-void W_Minstanex_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_minstanex_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.minstanex_load;
- self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_Minstanex_ReloadedAndReady()
-{
- 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
- while(self.clip_load < autocvar_g_balance_minstanex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.ammo_cells -= 1;
- }
- self.minstanex_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
void W_Minstanex_Reload()
{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_minstanex_reload_ammo)
- return;
-
- if(W_Minstanex_LaserUsesLoad())
- {
- if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, W_Minstanex_LaserUsesLoad())))
- return;
- }
- else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
- return;
-
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady);
+ self.reload_ammo_player = ammo_cells;
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ self.reload_ammo_min = min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
+ else
+ self.reload_ammo_min = autocvar_g_balance_minstanex_ammo;
+ self.reload_ammo_amount = autocvar_g_balance_minstanex_reload_ammo;
+ self.reload_time = autocvar_g_balance_minstanex_reload_time;
+ self.reload_sound = "weapons/reload.wav";
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
+ W_Reload();
}
void W_MinstaNex_Attack (void)
self.clip_load -= - 1;
else
self.clip_load -= autocvar_g_balance_minstanex_ammo;
- self.minstanex_load = self.clip_load;
+ self.weapon_load[WEP_MINSTANEX] = self.clip_load;
}
else
{
float minstanex_ammo;
float w_minstanex(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
{
if(self.ammo_cells > 0)
minstanex_ammo = autocvar_g_balance_minstanex_ammo;
// if the laser uses load, we also consider its ammo for reloading
- if(autocvar_g_balance_minstanex_reload_ammo && W_Minstanex_LaserUsesLoad() && self.clip_load < min(minstanex_ammo, W_Minstanex_LaserUsesLoad())) // forced reload
+ if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload
W_Minstanex_Reload();
else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
W_Minstanex_Reload();
{
self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor();
- // decrease clip load for the laser?
- if(autocvar_g_balance_minstanex_reload_ammo && W_Minstanex_LaserUsesLoad())
- self.clip_load -= W_Minstanex_LaserUsesLoad();
+ // decrease ammo for the laser?
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ {
+ if(autocvar_g_balance_minstanex_reload_ammo)
+ self.clip_load -= autocvar_g_balance_minstanex_laser_ammo;
+ else
+ self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo;
+ }
// ugly minstagib hack to reuse the fire mode of the laser
float w;
self.weapon = w;
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Minstanex_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/nexwhoosh1.wav");
precache_sound ("weapons/nexwhoosh2.wav");
precache_sound ("weapons/nexwhoosh3.wav");
+ precache_sound ("weapons/reload.wav");
w_laser(WR_PRECACHE);
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_MINSTANEX);
- W_Minstanex_SetAmmoCounter();
self.minstanex_lasthit = 0;
}
else if (req == WR_CHECKAMMO1)
{
- if(autocvar_g_balance_minstanex_reload_ammo)
- return self.clip_load >= minstanex_ammo;
- else
- return self.ammo_cells >= minstanex_ammo;
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
+ ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_ammo;
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
- if(W_Minstanex_LaserUsesLoad())
- return W_Minstanex_LaserUsesLoad();
- else
+ if(!autocvar_g_balance_minstanex_laser_ammo)
return TRUE;
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
+ ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
+ return ammo_amount;
}
else if (req == WR_RESETPLAYER)
{
precache_sound("weapons/neximpact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s did the impossible";
+ w_deathtypestring = _("%s did the impossible");
else if (req == WR_KILLMESSAGE)
- w_deathtypestring = "%s has been vaporized by %s";
+ w_deathtypestring = _("%s has been vaporized by %s");
return TRUE;
}
#endif