#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)
return;
- if(W_Minstanex_LaserUsesLoad())
+ if(autocvar_g_balance_minstanex_laser_ammo)
{
- if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, W_Minstanex_LaserUsesLoad())))
+ if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)))
return;
}
else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
+float minstanex_ammo;
float w_minstanex(float req)
{
if (req == WR_AIM)
{
- if(self.ammo_cells>0)
+ if(self.ammo_cells > 0)
self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
else
self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
}
else if (req == WR_THINK)
{
+ if(g_minstagib)
+ minstanex_ammo = 1;
+ else
+ 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() && ((g_minstagib && self.clip_load < min(1, W_Minstanex_LaserUsesLoad())) || (!g_minstagib && self.clip_load < min(autocvar_g_balance_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 && ((g_minstagib && self.clip_load < 1) || (!g_minstagib && self.clip_load < autocvar_g_balance_minstanex_ammo))) // forced reload
+ else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
W_Minstanex_Reload();
else if (self.BUTTON_ATCK)
{
{
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;
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)
else if (req == WR_CHECKAMMO1)
{
if(autocvar_g_balance_minstanex_reload_ammo)
- {
- if (g_minstagib)
- return self.clip_load >= 1;
- else
- return self.clip_load >= autocvar_g_balance_minstanex_ammo;
- }
+ return self.clip_load >= minstanex_ammo;
else
- {
- if (g_minstagib)
- return self.ammo_cells >= 1;
- else
- return self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
- }
+ return self.ammo_cells >= minstanex_ammo;
}
else if (req == WR_CHECKAMMO2)
{
- if(W_Minstanex_LaserUsesLoad())
- return W_Minstanex_LaserUsesLoad();
- else
+ if(!autocvar_g_balance_minstanex_laser_ammo)
return TRUE;
+ if(autocvar_g_balance_minstanex_reload_ammo)
+ return self.clip_load >= autocvar_g_balance_minstanex_laser_ammo;
+ else
+ return self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
}
else if (req == WR_RESETPLAYER)
{