self.clip_load = 0; // also keeps crosshair ammo from displaying
else
{
- self.clip_load = self.uzi_load;
+ self.clip_load = self.weapon_load[WEP_UZI];
self.clip_size = autocvar_g_balance_uzi_reload_ammo; // for the crosshair ammo display
}
}
-void W_UZI_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_uzi_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.uzi_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_uzi_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
void W_UZI_Reload()
{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_uzi_reload_ammo)
- return;
-
- if(!W_ReloadCheck(self.ammo_nails, min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)))
- return;
-
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_uzi_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_uzi_reload_time, W_UZI_ReloadedAndReady);
+ self.reload_ammo_player = ammo_fuel;
+ self.reload_ammo_min = min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo);
+ self.reload_ammo_amount = autocvar_g_balance_uzi_reload_ammo;
+ self.reload_time = autocvar_g_balance_uzi_reload_time;
+ self.reload_sound = "weapons/reload.wav";
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
+ W_Reload();
}
// leilei's fancy muzzleflash stuff
self.clip_load -= autocvar_g_balance_uzi_first_ammo;
else
self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
- self.uzi_load = self.clip_load;
+ self.weapon_load[WEP_UZI] = self.clip_load;
}
else
{
if(autocvar_g_balance_uzi_reload_ammo)
{
self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
- self.uzi_load = self.clip_load;
+ self.weapon_load[WEP_UZI] = self.clip_load;
}
else
self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
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);
if(autocvar_g_balance_uzi_reload_ammo)
{
self.clip_load -= autocvar_g_balance_uzi_burst_ammo;
- self.uzi_load = self.clip_load;
+ self.weapon_load[WEP_UZI] = self.clip_load;
}
else
self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo;
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.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_sustained_ammo;
+ else
+ ammo_amount += self.weapon_load[WEP_UZI] >= 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.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_burst_ammo;
+ else
+ ammo_amount += self.weapon_load[WEP_UZI] >= 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.weapon_load[WEP_UZI] = 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;
}