#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
+REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
#else
#ifdef SVQC
//.float proxytime; = autoswitch
//.float tl; = wait
+void W_Seeker_Reload()
+{
+ W_Reload(ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav");
+}
+
void Seeker_Missile_Explode ()
{
self.event_damage = SUB_Null;
{
local entity missile;
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_missile_ammo;
+ {
+ if(autocvar_g_balance_seeker_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_seeker_missile_ammo;
+ self.weapon_load[WEP_SEEKER] = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_seeker_missile_ammo;
+ }
makevectors(self.v_angle);
W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
void Seeker_Fire_Tag()
{
local entity missile;
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_tag_ammo;
+ {
+ if(autocvar_g_balance_seeker_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_seeker_tag_ammo;
+ self.weapon_load[WEP_SEEKER] = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_seeker_tag_ammo;
+ }
W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
vector f_diff;
float c;
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_flac_ammo;
+ {
+ if(autocvar_g_balance_seeker_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_seeker_flac_ammo;
+ self.weapon_load[WEP_SEEKER] = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_seeker_flac_ammo;
+ }
c = mod(self.bulletcounter, 4);
switch(c)
float w_seeker(float req)
{
+ float ammo_amount;
+
if (req == WR_AIM)
self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE);
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
+ W_Seeker_Reload();
+
+ else if (self.BUTTON_ATCK)
+ {
if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
{
Seeker_Fire_Tag();
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready);
}
+ }
- if (self.BUTTON_ATCK2)
+ else if (self.BUTTON_ATCK2)
+ {
if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire))
{
Seeker_Fire_Flac();
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
}
-
+ }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/tag_fire.wav");
precache_sound ("weapons/flac_fire.wav");
precache_sound ("weapons/seeker_fire.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_SEEKER);
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_missile_ammo;
+ ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_missile_ammo;
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_flac_ammo;
+ ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_flac_ammo;
+ return ammo_amount;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Seeker_Reload();
+ }
return TRUE;
};
#endif