#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", _("Sniper Rifle"))
+REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", _("Sniper Rifle"))
#else
#ifdef SVQC
//Sniper rifle Primary mode: manually operated bolt*, Secondary: full automatic**
.float sniperrifle_accumulator;
-void W_SniperRifle_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_sniperrifle_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.sniperrifle_load;
- self.clip_size = autocvar_g_balance_sniperrifle_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_SniperRifle_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_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.ammo_nails -= 1;
- }
- self.sniperrifle_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
-void W_SniperRifle_Reload()
-{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_sniperrifle_reload_ammo)
- return;
-
- if(!W_ReloadCheck(self.ammo_nails, min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_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_sniperrifle_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reload_time, W_SniperRifle_ReloadedAndReady);
-
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
-}
-
void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
{
- // 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_sniperrifle_reload_ammo)
- {
- self.clip_load -= pAmmo;
- self.sniperrifle_load = self.clip_load;
- }
- else
- self.ammo_nails -= pAmmo;
- }
+ W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_sniperrifle_reload_ammo);
if(deathtype & HITTYPE_SECONDARY)
W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_secondary_damage + autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage);
.float bot_secondary_sniperriflemooth;
float w_sniperrifle(float req)
{
+ float ammo_amount;
+
if (req == WR_AIM)
{
self.BUTTON_ATCK=FALSE;
else if (req == WR_THINK)
{
if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // forced reload
- W_SniperRifle_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else
{
self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
if (autocvar_g_balance_sniperrifle_secondary)
{
if(autocvar_g_balance_sniperrifle_secondary_reload)
- W_SniperRifle_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else
{
if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
precache_model ("models/weapons/h_campingrifle.iqm");
precache_sound ("weapons/campingrifle_fire.wav");
precache_sound ("weapons/campingrifle_fire2.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_SNIPERRIFLE);
- W_SniperRifle_SetAmmoCounter();
+ self.current_ammo = ammo_nails;
}
else if (req == WR_CHECKAMMO1)
{
- if(autocvar_g_balance_sniperrifle_reload_ammo)
- return self.sniperrifle_load >= autocvar_g_balance_sniperrifle_primary_ammo;
- else
- return self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
+ ammo_amount += self.weapon_load[WEP_SNIPERRIFLE] >= autocvar_g_balance_sniperrifle_primary_ammo;
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
- if(autocvar_g_balance_sniperrifle_reload_ammo)
- return self.sniperrifle_load >= autocvar_g_balance_sniperrifle_secondary_ammo;
- else
- return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
- }
- else if (req == WR_RELOAD)
- {
- W_SniperRifle_Reload();
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_SNIPERRIFLE] >= autocvar_g_balance_sniperrifle_secondary_ammo;
+ return ammo_amount;
}
else if (req == WR_RESETPLAYER)
{
self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
- self.clip_load = autocvar_g_balance_sniperrifle_reload_ammo;
}
- else if (req == WR_SWITCHABLE)
+ else if (req == WR_RELOAD)
{
- // checks if this weapon can be switched to, when reloading is enabled
- // returns true if there's either enough load in the weapon to use it,
- // or we have enough ammo to reload the weapon to a usable point
- float ammo_amount;
- ammo_amount = min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo);
- return self.sniperrifle_load >= ammo_amount || self.ammo_nails >= ammo_amount;
+ W_Reload(min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo), autocvar_g_balance_sniperrifle_reload_ammo, autocvar_g_balance_sniperrifle_reload_time, "weapons/reload.wav");
}
return TRUE;
};
else if (req == WR_SUICIDEMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s shot themself automatically";
+ w_deathtypestring = _("%s shot themself automatically");
else
- w_deathtypestring = "%s sniped themself somehow";
+ w_deathtypestring = _("%s sniped themself somehow");
}
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
{
if(w_deathtype & HITTYPE_BOUNCE)
- w_deathtypestring = "%s failed to hide from %s's bullet hail";
+ w_deathtypestring = _("%s failed to hide from %s's bullet hail");
else
- w_deathtypestring = "%s died in %s's bullet hail";
+ w_deathtypestring = _("%s died in %s's bullet hail");
}
else
{
if(w_deathtype & HITTYPE_BOUNCE)
{
// TODO special headshot message here too?
- w_deathtypestring = "%s failed to hide from %s's rifle";
+ w_deathtypestring = _("%s failed to hide from %s's rifle");
}
else
{
if(w_deathtype & HITTYPE_HEADSHOT)
- w_deathtypestring = "%s got hit in the head by %s";
+ w_deathtypestring = _("%s got hit in the head by %s");
else
- w_deathtypestring = "%s was sniped by %s";
+ w_deathtypestring = _("%s was sniped by %s");
}
}
}