#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
+REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
#else
#ifdef SVQC
local entity missile;
float spread;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_primary_ammo;
- }
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
{
float i;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_secondary_ammo;
- }
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
W_HLAC_Attack2f();
if (self.BUTTON_ATCK)
{
if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();
float w_hlac(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+ if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
+ weapon_action(self.weapon, WR_RELOAD);
+ else if (self.BUTTON_ATCK)
{
- self.misc_bulletcounter = 0;
- W_HLAC_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+ if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+ {
+ self.misc_bulletcounter = 0;
+ W_HLAC_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+ }
}
- if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
- if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+ else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
{
- W_HLAC_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+ if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+ {
+ W_HLAC_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+ }
}
-
}
else if (req == WR_PRECACHE)
{
precache_model ("models/weapons/v_hlac.md3");
precache_model ("models/weapons/h_hlac.iqm");
precache_sound ("weapons/lasergun_fire.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_HLAC);
+ self.current_ammo = ammo_cells;
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+ ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_primary_ammo;
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_secondary_ammo;
+ return ammo_amount;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
+ }
return TRUE;
};
#endif