#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**
//** In fully automatic mode some of the gas is used to extract and reload the next cartrige, thus there is less power and range.
.float sniperrifle_accumulator;
-.float sniperrifle_load;
-
-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))
- 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)
{
+ 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);
else
if (autocvar_g_casings >= 2)
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
-
- // 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;
- }
}
void W_SniperRifle_Attack()
{
float r, sw, af;
- if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load <= 0)
- return; // reloading, so we are done
-
sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
af = ATTACK_FINISHED(self);
self.switchweapon = self.weapon;
.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))
}
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_SniperRifle_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
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_primary_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_RELOAD)
+ {
+ 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");
}
}
}