self.clip_load = 0; // also keeps crosshair ammo from displaying
else
{
- self.clip_load = self.grenadelauncher_load;
+ self.clip_load = self.weapon_load[WEP_GRENADE_LAUNCHER];
self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
}
}
-void W_GrenadeLauncher_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_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.ammo_rockets -= 1;
- }
- self.grenadelauncher_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
void W_GrenadeLauncher_Reload()
{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_grenadelauncher_reload_ammo)
- return;
-
- if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)))
- return;
-
- float t;
+ self.reload_ammo_player = ammo_fuel;
+ self.reload_ammo_min = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo);
+ self.reload_ammo_amount = autocvar_g_balance_grenadelauncher_reload_ammo;
+ self.reload_time = autocvar_g_balance_grenadelauncher_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_grenadelauncher_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady);
-
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
+ W_Reload();
}
void W_Grenade_Explode (void)
if(autocvar_g_balance_grenadelauncher_reload_ammo)
{
self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
- self.grenadelauncher_load = self.clip_load;
+ self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
}
else
self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
if(autocvar_g_balance_grenadelauncher_reload_ammo)
{
self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
- self.grenadelauncher_load = self.clip_load;
+ self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
}
else
self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
{
entity nade;
float nadefound;
+ float ammo_amount;
if (req == WR_AIM)
{
}
else if (req == WR_CHECKAMMO1)
{
- if(autocvar_g_balance_grenadelauncher_reload_ammo)
- return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo;
- else
- return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
+ ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
+ ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
- if(autocvar_g_balance_grenadelauncher_reload_ammo)
- return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo;
- else
- return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+ return ammo_amount;
}
- else if (req == WR_RELOAD)
+ else if (req == WR_RESETPLAYER)
{
- W_GrenadeLauncher_Reload();
+ // all weapons must be fully loaded when we spawn
+ self.weapon_load[WEP_GRENADE_LAUNCHER] = autocvar_g_balance_grenadelauncher_reload_ammo;
}
- else if (req == WR_SWITCHABLE)
+ else if (req == WR_RELOAD)
{
- // checks if this weapon can be switched to, when reloading is enabled
- // returns true if there's either enough load in the weapon to use it,
- // or we have enough ammo to reload the weapon to a usable point
- float ammo_amount;
- ammo_amount = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo);
- return (autocvar_g_balance_grenadelauncher_reload_ammo && self.grenadelauncher_load) >= ammo_amount || self.ammo_rockets >= ammo_amount;
+ W_GrenadeLauncher_Reload();
}
return TRUE;
};
else if (req == WR_SUICIDEMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s tried out his own grenade";
+ w_deathtypestring = _("%s tried out his own grenade");
else
- w_deathtypestring = "%s detonated";
+ w_deathtypestring = _("%s detonated");
}
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SPLASH)
if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
- w_deathtypestring = "%s didn't see %s's grenade";
+ w_deathtypestring = _("%s didn't see %s's grenade");
else // unchecked: SECONDARY
- w_deathtypestring = "%s almost dodged %s's grenade";
+ w_deathtypestring = _("%s almost dodged %s's grenade");
else // unchecked: SECONDARY, BOUNCE
- w_deathtypestring = "%s ate %s's grenade";
+ w_deathtypestring = _("%s ate %s's grenade");
}
return TRUE;
}