.float minelayer_detonate, minelayer_mines;
.float mine_time;
-.float minelayer_load;
-
void W_MineLayer_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
self.clip_load = 0; // also keeps crosshair ammo from displaying
else
{
- self.clip_load = self.minelayer_load;
+ self.clip_load = self.weapon_load[WEP_MINE_LAYER];
self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
}
}
-void W_MineLayer_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_minelayer_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.minelayer_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_minelayer_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
void W_MineLayer_Reload()
{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_minelayer_reload_ammo)
- return;
-
- if(!W_ReloadCheck(self.ammo_rockets))
- return;
+ self.reload_ammo_player = ammo_rockets;
+ self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
+ self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
+ self.reload_time = autocvar_g_balance_minelayer_reload_time;
+ self.reload_sound = "weapons/reload.wav";
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minelayer_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minelayer_reload_time, W_MineLayer_ReloadedAndReady);
-
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
+ W_Reload();
}
void spawnfunc_weapon_minelayer (void)
if(autocvar_g_balance_minelayer_reload_ammo)
{
self.clip_load -= autocvar_g_balance_minelayer_ammo;
- self.minelayer_load = self.clip_load;
+ self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
}
else
self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
{
entity mine;
float minfound;
+ float ammo_amount;
+
if (req == WR_AIM)
{
// aim and decide to fire if appropriate
if(minfound)
sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
}
-
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_MineLayer_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/mine_fire.wav");
precache_sound ("weapons/mine_stick.wav");
precache_sound ("weapons/mine_trigger.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
{
else if (req == WR_CHECKAMMO1)
{
// don't switch while placing a mine
- if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
- && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
- return FALSE;
+ if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
+ {
+ if(autocvar_g_balance_minelayer_reload_ammo)
+ {
+ if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
+ ammo_amount = TRUE;
+ }
+ else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
+ ammo_amount = TRUE;
+ return !ammo_amount;
+ }
}
else if (req == WR_CHECKAMMO2)
{
return FALSE;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.weapon_load[WEP_MINE_LAYER] = autocvar_g_balance_minelayer_reload_ammo;
+ }
else if (req == WR_RELOAD)
{
W_MineLayer_Reload();
precache_sound("weapons/mine_exp.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s exploded";
+ w_deathtypestring = _("%s exploded");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
- w_deathtypestring = "%s got too close to %s's mine";
+ w_deathtypestring = _("%s got too close to %s's mine");
else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = "%s almost dodged %s's mine";
+ w_deathtypestring = _("%s almost dodged %s's mine");
else
- w_deathtypestring = "%s stepped on %s's mine";
+ w_deathtypestring = _("%s stepped on %s's mine");
}
return TRUE;
}