#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
+REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
#else
#ifdef SVQC
void(float imp) W_SwitchWeapon;
-// weapon load persistence, for weapons that support reloading
-.float laser_load;
-
-void W_Laser_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_laser_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.laser_load;
- self.clip_size = autocvar_g_balance_laser_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_Laser_ReloadedAndReady()
-{
- float t;
-
- self.clip_load = autocvar_g_balance_laser_reload_ammo; // maximum load since this weapon uses no ammo
- self.laser_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_laser_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
void W_Laser_Reload()
{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_laser_reload_ammo)
- return;
-
- if(!W_ReloadCheck(1, 0))
- return;
-
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_laser_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_laser_reload_time, W_Laser_ReloadedAndReady);
-
- self.clip_load = -1;
+ W_Reload(zero_ammo, 0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
}
void W_Laser_Touch (void)
if(autocvar_g_balance_laser_reload_ammo)
{
self.clip_load -= 1;
- self.laser_load = self.clip_load;
+ self.weapon_load[WEP_LASER] = self.clip_load;
}
}
if(autocvar_g_balance_laser_reload_ammo)
{
self.clip_load -= 1;
- self.laser_load = self.clip_load;
+ self.weapon_load[WEP_LASER] = self.clip_load;
}
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_LASER);
- W_Laser_SetAmmoCounter();
}
else if (req == WR_CHECKAMMO1)
{
{
return TRUE;
}
- else if (req == WR_RESETPLAYER)
- {
- // all weapons must be fully loaded when we spawn
- self.laser_load = autocvar_g_balance_laser_reload_ammo;
- }
else if (req == WR_RELOAD)
{
W_Laser_Reload();