#else
#ifdef SVQC
+// weapon load persistence, for weapons that support reloading
.float shotgun_load;
void W_Shotgun_SetAmmoCounter()
{
- // set ammo counter to the weapon we have switched to
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
if(!autocvar_g_balance_shotgun_reload_ammo)
- self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
else
- self.ammo_counter = self.shotgun_load;
+ {
+ self.clip_load = self.shotgun_load;
+ self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display
+ }
}
void W_Shotgun_ReloadedAndReady()
{
float t;
- // now do the ammo maths
- self.ammo_counter = self.old_ammo_counter; // restore ammo counter, in case we still had ammo in the weapon while reloading
- while(self.ammo_counter < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more than the amount of ammo we have
+ // 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_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have
{
- self.ammo_counter += 1;
+ self.clip_load += 1;
self.ammo_shells -= 1;
}
- self.shotgun_load = self.ammo_counter;
+ self.shotgun_load = self.clip_load;
t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
ATTACK_FINISHED(self) = t;
void W_Shotgun_Reload()
{
- // reloading is disabled for this weapon
+ // return if reloading is disabled for this weapon
if(!autocvar_g_balance_shotgun_reload_ammo)
return;
- float t;
-
- if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo, 0))
+ if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo))
return;
- sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
ATTACK_FINISHED(self) = t;
weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
- self.old_ammo_counter = self.ammo_counter;
- self.ammo_counter = -1;
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
}
void W_Shotgun_Attack (void)
float bulletconstant;
local entity flash;
- if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0)
- return; // reloading, so we are done
-
ammoamount = autocvar_g_balance_shotgun_primary_ammo;
bullets = autocvar_g_balance_shotgun_primary_bullets;
d = autocvar_g_balance_shotgun_primary_damage;
bulletspeed = autocvar_g_balance_shotgun_primary_speed;
bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
- W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
- for (sc = 0;sc < bullets;sc = sc + 1)
- fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
- endFireBallisticBullet();
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- if(!autocvar_g_balance_shotgun_reload_ammo)
- self.ammo_shells = self.ammo_shells - ammoamount;
+ if(autocvar_g_balance_shotgun_reload_ammo)
+ {
+ self.clip_load -= ammoamount;
+ self.shotgun_load = self.clip_load;
+ }
else
- self.shotgun_load -= ammoamount;
+ self.ammo_shells -= ammoamount;
}
+ W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
+ for (sc = 0;sc < bullets;sc = sc + 1)
+ fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
+ endFireBallisticBullet();
+
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
// casing code
flash.nextthink = time + 0.06;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
W_AttachToShotorg(flash, '5 0 0');
-
- self.ammo_counter = self.ammo_counter - 1;
}
void shotgun_meleethink (void)
float w_shotgun(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
else if (req == WR_THINK)
{
- if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) // forced reload
+ if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
W_Shotgun_Reload();
else
{
weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_Shotgun_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
precache_sound ("misc/itempickup.wav");
precache_sound ("weapons/shotgun_fire.wav");
precache_sound ("weapons/shotgun_melee.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
{
}
else if (req == WR_CHECKAMMO1)
{
- if(autocvar_g_balance_shotgun_reload_ammo)
- return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
- else
- return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+ ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+ ammo_amount += (autocvar_g_balance_shotgun_reload_ammo && self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo);
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
+ // melee attack is always available
return TRUE;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Shotgun_Reload();
+ }
return TRUE;
};
#endif