#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
+REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
#else
#ifdef SVQC
-void W_Nex_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_nex_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.nex_load;
- self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_Nex_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_nex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.ammo_cells -= 1;
- }
- self.nex_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
void W_Nex_Reload()
{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_nex_reload_ammo)
- return;
-
- if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)))
- return;
-
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_nex_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
+ self.reload_ammo_player = ammo_cells;
+ self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo);
+ self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo;
+ self.reload_time = autocvar_g_balance_nex_reload_time;
+ self.reload_sound = "weapons/reload.wav";
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
+ W_Reload();
}
void SendCSQCNexBeamParticle(float charge) {
if(autocvar_g_balance_nex_reload_ammo)
{
self.clip_load -= myammo;
- self.nex_load = self.clip_load;
+ self.weapon_load[WEP_NEX] = self.clip_load;
}
else
self.ammo_cells -= myammo;
{
self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
}
- self.nex_load = self.clip_load;
+ self.weapon_load[WEP_NEX] = self.clip_load;
}
else
{
else if (req == WR_SETUP)
{
weapon_setup(WEP_NEX);
- W_Nex_SetAmmoCounter();
}
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
- ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_primary_ammo);
+ ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo);
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
// don't allow charging if we don't have enough ammo
ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
- ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_secondary_ammo);
+ ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
return ammo_amount;
}
else if (req == WR_RELOAD)
precache_sound("weapons/neximpact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s did the impossible";
+ w_deathtypestring = _("%s did the impossible");
else if (req == WR_KILLMESSAGE)
- w_deathtypestring = "%s has been vaporized by %s";
+ w_deathtypestring = _("%s has been vaporized by %s");
return TRUE;
}
#endif