#ifdef SVQC
// NO bounce protection, as bounces are limited!
+// weapon load persistence, for weapons that support reloading
+.float hagar_load;
+
void W_Hagar_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
float w_hagar(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
if (random()>0.15)
self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
}
else if (req == WR_CHECKAMMO1)
{
- if(autocvar_g_balance_hagar_reload_ammo)
- return self.hagar_load >= autocvar_g_balance_hagar_primary_ammo;
- else
- return self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
+ ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
+ ammo_amount += (autocvar_g_balance_hagar_reload_ammo && self.hagar_load >= autocvar_g_balance_hagar_primary_ammo);
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
- if(autocvar_g_balance_hagar_reload_ammo)
- return self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo;
- else
- return self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+ ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+ ammo_amount += (autocvar_g_balance_hagar_reload_ammo && self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo);
+ return ammo_amount;
}
- else if (req == WR_RELOAD)
+ else if (req == WR_RESETPLAYER)
{
- W_Hagar_Reload();
+ // all weapons must be fully loaded when we spawn
+ self.hagar_load = autocvar_g_balance_hagar_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_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo);
- return self.hagar_load >= ammo_amount || self.ammo_rockets >= ammo_amount;
+ W_Hagar_Reload();
}
return TRUE;
};