if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
{
- // don't switch away from reloadable weapons, even if we're out of ammo, since the
- // weapon itself might still be loaded. The reload code takes care of the switching
- entity e;
- e = get_weaponinfo(self.weapon);
- if(cvar(strcat("g_balance_", e.netname, "_reload_ammo")))
- return FALSE;
-
// always keep the Mine Layer if we placed mines, so that we can detonate them
local entity mine;
if(self.weapon == WEP_MINE_LAYER)
#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
-// ----------------------------------------------------------------
-// weapon reload code
-// ----------------------------------------------------------------
+// weapon reloading code
+
+..float reload_ammo_player;
+.float reload_ammo_amount, reload_ammo_min, reload_time;
+.float reload_complain;
+.string reload_sound;
-float W_ReloadCheck(float ammo_amount, float ammo_use_primary, float ammo_use_secondary)
+float W_ReloadCheck(float ammo_amount, float ammo_shot)
{
- if(ammo_amount < min(ammo_use_primary, ammo_use_secondary)) // when we get here, ammo_counter must be 0 or -1
+ // our weapon is fully loaded, no need to reload
+ if (self.clip_load >= self.reload_ammo_amount)
+ return FALSE;
+
+ // no ammo, so nothing to load
+ if(!ammo_amount && ammo_shot)
{
- print("cannot reload... not enough ammo\n");
- self.ammo_counter = -1; // reload later
- W_SwitchToOtherWeapon(self);
- return 0;
+ if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)
+ {
+ play2(self, "weapons/unavailable.wav");
+ sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
+ self.reload_complain = time + 1;
+ }
+ // switch away if the amount of ammo is not enough to keep using this weapon
+ if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
+ {
+ self.clip_load = -1; // reload later
+ W_SwitchToOtherWeapon(self);
+ }
+ return FALSE;
}
- if (self.ammo_counter >= autocvar_g_balance_shotgun_reload_ammo)
- return 0;
-
if (self.weaponentity)
{
if (self.weaponentity.wframe == WFRAME_RELOAD)
- return 0;
+ return FALSE;
- // allow to switch away while reloading, but this will cause a new reload!
+ // allow switching away while reloading, but this will cause a new reload!
self.weaponentity.state = WS_READY;
}
- return 1;
+ return TRUE;
+}
+
+void W_ReloadEnd()
+{
+ 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
+
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
+ if(!self.reload_ammo_min)
+ self.clip_load = self.reload_ammo_amount;
+ else
+ {
+ while(self.clip_load < self.reload_ammo_amount && self.(self.reload_ammo_player)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.reload_ammo_player) -= 1;
+ }
+ }
+ self.weapon_load[self.weapon] = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - self.reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_ReloadStart()
+{
+ // return if reloading is disabled for this weapon
+ if(!self.reload_ammo_amount)
+ return;
+
+ if(!W_ReloadCheck(self.(self.reload_ammo_player), self.reload_ammo_min))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadEnd);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
}
-// ----------------------------------------------------------------
-// end of weapon reload code
-// ----------------------------------------------------------------
\ No newline at end of file
+void W_Reload(.float sent_ammo_player, float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)
+{
+ self.reload_ammo_player = sent_ammo_player;
+ self.reload_ammo_min = sent_ammo_min;
+ self.reload_ammo_amount = sent_ammo_amount;
+ self.reload_time = sent_time;
+ self.reload_sound = sent_sound;
+
+ W_ReloadStart();
+}
\ No newline at end of file