#ifdef SVQC
// NO bounce protection, as bounces are limited!
+// weapon load persistence, for weapons that support reloading
.float hagar_load;
void W_Hagar_SetAmmoCounter()
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);
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Hagar_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
}
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_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.hagar_load = autocvar_g_balance_hagar_reload_ammo;
}
else if (req == WR_RELOAD)
{