#else
#ifdef SVQC
+// weapon load persistence, for weapons that support reloading
+.float uzi_load;
+
void W_UZI_SetAmmoCounter()
{
// set clip_load to the weapon we have switched to, if the gun uses reloading
float w_uzi(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_UZI_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
else if (req == WR_CHECKAMMO1)
{
if(autocvar_g_balance_uzi_mode == 1)
- return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
else
- return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+ if(autocvar_g_balance_uzi_reload_ammo)
+ {
+ if(autocvar_g_balance_uzi_mode == 1)
+ ammo_amount += self.uzi_load >= autocvar_g_balance_uzi_sustained_ammo;
+ else
+ ammo_amount += self.uzi_load >= autocvar_g_balance_uzi_first_ammo;
+ }
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
if(autocvar_g_balance_uzi_mode == 1)
- return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
else
- return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+ if(autocvar_g_balance_uzi_reload_ammo)
+ {
+ if(autocvar_g_balance_uzi_mode == 1)
+ ammo_amount += self.uzi_load >= autocvar_g_balance_uzi_burst_ammo;
+ else
+ ammo_amount += self.uzi_load >= autocvar_g_balance_uzi_first_ammo;
+ }
+ return ammo_amount;
}
- else if (req == WR_RELOAD)
+ else if (req == WR_RESETPLAYER)
{
- W_UZI_Reload();
+ // all weapons must be fully loaded when we spawn
+ self.uzi_load = autocvar_g_balance_uzi_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(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo);
- return self.uzi_load >= ammo_amount || self.ammo_nails >= ammo_amount;
+ W_UZI_Reload();
}
return TRUE;
};
precache_sound("weapons/ric3.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s did the impossible";
+ w_deathtypestring = _("%s did the impossible");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s was sniped by %s";
+ w_deathtypestring = _("%s was sniped by %s");
else
- w_deathtypestring = "%s was riddled full of holes by %s";
+ w_deathtypestring = _("%s was riddled full of holes by %s");
}
return TRUE;
}