//.float proxytime; = autoswitch
//.float tl; = wait
+// weapon load persistence, for weapons that support reloading
+.float seeker_load;
+
+void W_Seeker_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_seeker_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.seeker_load;
+ self.clip_size = autocvar_g_balance_seeker_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Seeker_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_seeker_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.seeker_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_seeker_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Seeker_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_seeker_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_seeker_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_seeker_reload_time, W_Seeker_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
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.seeker_load = 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.seeker_load = 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.seeker_load = 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);
+ W_Seeker_SetAmmoCounter();
+ }
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 += (autocvar_g_balance_seeker_reload_ammo && self.seeker_load >= 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 += (autocvar_g_balance_seeker_reload_ammo && self.seeker_load >= autocvar_g_balance_seeker_flac_ammo);
+ return ammo_amount;
+ }
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.seeker_load = autocvar_g_balance_seeker_reload_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Seeker_Reload();
+ }
return TRUE;
};
#endif
precache_sound("weapons/tag_impact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s played with tiny rockets";
+ w_deathtypestring = _("%s played with tiny rockets");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s ran into %s's flac";
+ w_deathtypestring = _("%s ran into %s's flac");
else
- w_deathtypestring = "%s was tagged by %s";
+ w_deathtypestring = _("%s was tagged by %s");
}
return TRUE;
}