]> de.git.xonotic.org Git - voretournament/voretournament.git/commitdiff
Port weapon reload code server side from Xonotic (code I made for all weapons there).
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Mon, 28 Feb 2011 14:43:33 +0000 (16:43 +0200)
committerMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Mon, 28 Feb 2011 14:43:33 +0000 (16:43 +0200)
data/qcsrc/common/items.qh
data/qcsrc/server/bot/havocbot/havocbot.qc
data/qcsrc/server/cl_client.qc
data/qcsrc/server/cl_weapons.qc
data/qcsrc/server/cl_weaponsystem.qc
data/qcsrc/server/defs.qh
data/qcsrc/server/w_grabber.qc

index de400143308ffe646b57cb8de4e1259bd21f9b53..08d50910f6ed2b7f3a95ba52c77e2fb3146465c6 100644 (file)
@@ -2,13 +2,14 @@ float BOT_PICKUP_RATING_LOW   = 2500;
 float BOT_PICKUP_RATING_MID    = 5000;\r
 float BOT_PICKUP_RATING_HIGH   = 10000;\r
 \r
-float WEP_TYPE_OTHER   = 0x00; // e.g: Grabber, etc\r
-float WEP_TYPE_SPLASH  = 0x01;\r
-float WEP_TYPE_HITSCAN = 0x02;\r
-float WEP_TYPEMASK      = 0x0F;\r
-float WEP_FLAG_CANCLIMB = 0x10;\r
-float WEP_FLAG_NORMAL   = 0x20;\r
-float WEP_FLAG_HIDDEN   = 0x40;\r
+float WEP_TYPE_OTHER       = 0x00;     // e.g: Grabber, etc\r
+float WEP_TYPE_SPLASH      = 0x01;\r
+float WEP_TYPE_HITSCAN         = 0x02;\r
+float WEP_TYPEMASK          = 0x0F;\r
+float WEP_FLAG_CANCLIMB     = 0x10;\r
+float WEP_FLAG_NORMAL       = 0x20;\r
+float WEP_FLAG_HIDDEN       = 0x40;\r
+float WEP_FLAG_RELOADABLE   = 0x80;\r
 \r
 float  IT_UNLIMITED_WEAPON_AMMO  = 1;\r
 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.\r
index 62aa1d274c00b115fea67e87e93b5443c943560a..6a21f4fa929c649fd4ea7ede62d5cc00c3f34d77 100644 (file)
@@ -151,6 +151,31 @@ void havocbot_ai()
                bot_aimdir(v, -1);
        }
        havocbot_movetogoal();
+
+       // if the bot is not attacking, consider reloading weapons
+       if not(self.aistatus & AI_STATUS_ATTACKING)
+       {
+               float i;
+               entity e;
+
+               // we are currently holding a weapon that's not fully loaded, reload it
+               if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
+               if(self.clip_load < self.clip_size)
+                       self.impulse = 20; // "press" the reload button, not sure if this is done right
+
+               // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
+               // the code above executes next frame, starting the reloading then
+               if(skill >= 5) // bots can only look for unloaded weapons past this skill
+               if(self.clip_load >= 0) // only if we're not reloading a weapon already
+               {
+                       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+                       {
+                               e = get_weaponinfo(i);
+                               if(self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo")))
+                                       self.switchweapon = i;
+                       }
+               }
+       }
 };
 
 void havocbot_keyboard_movement(vector destorg)
@@ -886,6 +911,31 @@ void havocbot_chooseenemy()
        self.havocbot_stickenemy = TRUE;
 };
 
+float havocbot_chooseweapon_checkreload(float new_weapon)
+{
+       // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
+       // so skip this for them, or they'll never get to reload their weapons at all.
+       // this also allows bots under this skill to be more stupid, and reload more often during combat :)
+       if(skill < 5)
+               return FALSE;
+
+       // if this weapon is scheduled for reloading, don't switch to it during combat
+       if (self.weapon_load[new_weapon] < 0)
+       {
+               local float i, other_weapon_available;
+               for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+               {
+                       // if we are out of ammo for all other weapons, it's an emergency to switch to anything else
+                       if (weapon_action(i, WR_CHECKAMMO1) + weapon_action(i, WR_CHECKAMMO2))
+                               other_weapon_available = TRUE;
+               }
+               if(other_weapon_available)
+                       return TRUE;
+       }
+
+       return FALSE;
+}
+
 void havocbot_chooseweapon()
 {
        local float i;
@@ -951,7 +1001,7 @@ void havocbot_chooseweapon()
                        for(i=0; i < WEP_COUNT && bot_weapons_far[i] != -1 ; ++i){
                                w = bot_weapons_far[i];
                                if ( client_hasweapon(self, w, TRUE, FALSE) ){
-                                       if ( self.weapon == w && combo)
+                                       if ( self.weapon == w && combo || havocbot_chooseweapon_checkreload(w))
                                                continue;
                                        self.switchweapon = w;
                                        return;
@@ -964,7 +1014,7 @@ void havocbot_chooseweapon()
                        for(i=0; i < WEP_COUNT && bot_weapons_mid[i] != -1 ; ++i){
                                w = bot_weapons_mid[i];
                                if ( client_hasweapon(self, w, TRUE, FALSE) ){
-                                       if ( self.weapon == w && combo)
+                                       if ( self.weapon == w && combo || havocbot_chooseweapon_checkreload(w))
                                                continue;
                                        self.switchweapon = w;
                                        return;
@@ -976,7 +1026,7 @@ void havocbot_chooseweapon()
                for(i=0; i < WEP_COUNT && bot_weapons_close[i] != -1 ; ++i){
                        w = bot_weapons_close[i];
                        if ( client_hasweapon(self, w, TRUE, FALSE) ){
-                               if ( self.weapon == w && combo)
+                               if ( self.weapon == w && combo || havocbot_chooseweapon_checkreload(w))
                                        continue;
                                self.switchweapon = w;
                                return;
index b5f1333ff0fe24ae59737a253c3b8d5e1036ac69..19f8d0c9fe90230925864dc2c9bbdbf94de2bfe7 100644 (file)
@@ -992,8 +992,16 @@ void PutClientInServer (void)
 \r
                // reset fields the weapons may use\r
         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
+               {\r
             weapon_action(j, WR_RESETPLAYER);\r
 \r
+                       // all weapons must be fully loaded when we spawn\r
+                       entity e;\r
+                       e = get_weaponinfo(j);\r
+                       if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
+                               self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+               }\r
+\r
                oldself = self;\r
                self = spot;\r
                        activator = oldself;\r
index 0cd918caae428cef85f8c7320833753e3d5bd0cd..020a55cfb098f0af8682c6c6f893e10203ae724e 100644 (file)
@@ -1,3 +1,8 @@
+void W_TriggerReload()\r
+{\r
+    weapon_action(self.weapon, WR_RELOAD);\r
+}\r
+\r
 // switch between weapons\r
 void W_SwitchWeapon(float imp)\r
 {\r
@@ -6,6 +11,10 @@ void W_SwitchWeapon(float imp)
                if (client_hasweapon(self, imp, TRUE, TRUE))\r
                        W_SwitchWeapon_Force(self, imp);\r
        }\r
+       else\r
+       {\r
+               W_TriggerReload();\r
+       }\r
 };\r
 \r
 .float weaponcomplainindex;\r
@@ -217,6 +226,13 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                        wep.ammofield = thisammo;\r
                                        own.ammofield -= thisammo;\r
                                        s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));\r
+\r
+                                       // if our weapon is loaded, give its load back to the player\r
+                                       if(self.weapon_load[self.weapon] > 0)\r
+                                       {\r
+                                               own.ammofield += self.weapon_load[self.weapon];\r
+                                               self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading\r
+                                       }\r
                                }\r
                        }\r
                        s = substring(s, 5, -1);\r
@@ -323,6 +339,18 @@ void W_WeaponFrame()
                        setanim(self, self.anim_draw, FALSE, TRUE, TRUE);\r
                        self.weaponentity.state = WS_RAISE;\r
                        weapon_action(self.switchweapon, WR_SETUP);\r
+\r
+                       // set our clip load to the load of the weapon we switched to, if it's reloadable\r
+                       entity e;\r
+                       e = get_weaponinfo(self.switchweapon);\r
+                       if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars\r
+                       {\r
+                               self.clip_load = self.weapon_load[self.switchweapon];\r
+                               self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+                       }\r
+                       else\r
+                               self.clip_load = self.clip_size = 0;\r
+\r
                        // VorteX: add player model weapon select frame here\r
                        // setcustomframe(PlayerWeaponRaise);\r
                        weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);\r
index 8c927429d545691ff85fcaa6eed4d80615abdd3f..4a3cea8f4b1fece44783b8dd2ee0a5485b739af8 100644 (file)
@@ -974,26 +974,44 @@ void weapon_setup(float windex)
 };\r
 \r
 // perform weapon to attack (weaponstate and attack_finished check is here)\r
-.float race_penalty;\r
-float weapon_prepareattack(float secondary, float attacktime)\r
+void W_SwitchToOtherWeapon(entity pl)\r
 {\r
-       //if sv_ready_restart_after_countdown is set, don't allow the player to shoot\r
-       //if all players readied up and the countdown is running\r
-       if(time < game_starttime || time < self.race_penalty) {\r
-               return FALSE;\r
-       }\r
+       // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)\r
+       float w, ww;\r
+       w = W_WeaponBit(pl.weapon);\r
+       pl.weapons &~= w;\r
+       ww = w_getbestweapon(pl);\r
+       pl.weapons |= w;\r
+       if(ww)\r
+               W_SwitchWeapon_Force(pl, ww);\r
+}\r
 \r
+.float prevdryfire;\r
+float weapon_prepareattack_checkammo(float secondary)\r
+{\r
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
        if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))\r
        {\r
-               // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)\r
-               float w, ww;\r
-               w = W_WeaponBit(self.weapon);\r
-               self.weapons &~= w;\r
-               ww = w_getbestweapon(self);\r
-               self.weapons |= w;\r
-               if(ww)\r
-                       W_SwitchWeapon_Force(self, ww);\r
+               if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons\r
+               {\r
+                       sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);\r
+                       self.prevdryfire = time;\r
+               }\r
+\r
+               W_SwitchToOtherWeapon(self);\r
+               return FALSE;\r
+       }\r
+       return TRUE;\r
+}\r
+.float race_penalty;\r
+float weapon_prepareattack_check(float secondary, float attacktime)\r
+{\r
+       if(!weapon_prepareattack_checkammo(secondary))\r
+               return FALSE;\r
+\r
+       //if sv_ready_restart_after_countdown is set, don't allow the player to shoot\r
+       //if all players readied up and the countdown is running\r
+       if(time < game_starttime || time < self.race_penalty) {\r
                return FALSE;\r
        }\r
 \r
@@ -1013,6 +1031,11 @@ float weapon_prepareattack(float secondary, float attacktime)
                if (self.weaponentity.state != WS_READY)\r
                        return FALSE;\r
        }\r
+\r
+       return TRUE;\r
+}\r
+float weapon_prepareattack_do(float secondary, float attacktime)\r
+{\r
        self.weaponentity.state = WS_INUSE;\r
 \r
        self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire\r
@@ -1029,7 +1052,17 @@ float weapon_prepareattack(float secondary, float attacktime)
        }\r
        //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");\r
        return TRUE;\r
-};\r
+}\r
+float weapon_prepareattack(float secondary, float attacktime)\r
+{\r
+       if(weapon_prepareattack_check(secondary, attacktime))\r
+       {\r
+               weapon_prepareattack_do(secondary, attacktime);\r
+               return TRUE;\r
+       }\r
+       else\r
+               return FALSE;\r
+}\r
 \r
 void weapon_thinkf(float fr, float t, void() func)\r
 {\r
@@ -1509,3 +1542,132 @@ void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
 \r
 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"))\r
 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))\r
+\r
+void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)\r
+{\r
+       if(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
+               return;\r
+\r
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo\r
+       if(ammo_reload)\r
+       {\r
+               self.clip_load -= ammo_use;\r
+               self.weapon_load[self.weapon] = self.clip_load;\r
+       }\r
+       else\r
+               self.(self.current_ammo) -= ammo_use;\r
+}\r
+\r
+// weapon reloading code\r
+\r
+.float reload_ammo_amount, reload_ammo_min, reload_time;\r
+.float reload_complain;\r
+.string reload_sound;\r
+\r
+float W_ReloadCheck()\r
+{\r
+       // check if we meet the necessary conditions to reload\r
+\r
+       entity e;\r
+       e = get_weaponinfo(self.weapon);\r
+\r
+       // don't reload weapons that don't have the RELOADABLE flag\r
+       if not(e.spawnflags & WEP_FLAG_RELOADABLE)\r
+       {\r
+               dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");\r
+               return FALSE;\r
+       }\r
+\r
+       // return if reloading is disabled for this weapon\r
+       if(!self.reload_ammo_amount)\r
+               return FALSE;\r
+\r
+       // our weapon is fully loaded, no need to reload\r
+       if (self.clip_load >= self.reload_ammo_amount)\r
+               return FALSE;\r
+\r
+       // no ammo, so nothing to load\r
+       if(!self.(self.current_ammo) && self.reload_ammo_min)\r
+       {\r
+               if(clienttype(self) == CLIENTTYPE_REAL && self.reload_complain < time)\r
+               {\r
+                       play2(self, "weapons/unavailable.wav");\r
+                       sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));\r
+                       self.reload_complain = time + 1;\r
+               }\r
+               // switch away if the amount of ammo is not enough to keep using this weapon\r
+               if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))\r
+               {\r
+                       self.clip_load = -1; // reload later\r
+                       W_SwitchToOtherWeapon(self);\r
+               }\r
+               return FALSE;\r
+       }\r
+\r
+       if (self.weaponentity)\r
+       {\r
+               if (self.weaponentity.wframe == WFRAME_RELOAD)\r
+                       return FALSE;\r
+\r
+               // allow switching away while reloading, but this will cause a new reload!\r
+               self.weaponentity.state = WS_READY;\r
+       }\r
+\r
+       return TRUE;\r
+}\r
+\r
+void W_ReloadedAndReady()\r
+{\r
+       // finish the reloading process, and do the ammo transfer\r
+\r
+       self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading\r
+\r
+       // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load\r
+       if(!self.reload_ammo_min)\r
+               self.clip_load = self.reload_ammo_amount;\r
+       else\r
+       {\r
+               while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have\r
+               {\r
+                       self.clip_load += 1;\r
+                       self.(self.current_ammo) -= 1;\r
+               }\r
+       }\r
+       self.weapon_load[self.weapon] = self.clip_load;\r
+\r
+       // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
+       // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
+       // so your weapon is disabled for a few seconds without reason\r
+\r
+       //ATTACK_FINISHED(self) -= self.reload_time - 1;\r
+\r
+       w_ready();\r
+}\r
+\r
+void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, string sent_sound)\r
+{\r
+       // set global values to work with\r
+       self.reload_ammo_min = sent_ammo_min;\r
+       self.reload_ammo_amount = sent_ammo_amount;\r
+       self.reload_time = sent_time;\r
+       self.reload_sound = sent_sound;\r
+\r
+       if(!W_ReloadCheck())\r
+               return;\r
+\r
+       // now begin the reloading process\r
+\r
+       sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);\r
+\r
+       // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
+       // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
+       // so your weapon is disabled for a few seconds without reason\r
+\r
+       //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;\r
+\r
+       weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);\r
+\r
+       if(self.clip_load >= 0)\r
+               self.old_clip_load = self.clip_load;\r
+       self.clip_load = self.weapon_load[self.weapon] = -1;\r
+}
\ No newline at end of file
index b0143575a030f1c248396ddb7efb3a287d626702..64025012c2a6fcda57180edb5a08941f21ed7f44 100644 (file)
@@ -244,6 +244,7 @@ float WR_PRECACHE       = 6; // precaches models/sounds used by this weapon
 float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)\r
 float WR_KILLMESSAGE    = 8; // sets w_deathtypestring or leaves it alone\r
 float WR_RESETPLAYER    = 9; // does not need to do anything\r
+float WR_RELOAD         = 10; // used for reloading\r
 \r
 void weapon_defaultspawnfunc(float wpn);\r
 \r
@@ -618,6 +619,13 @@ float client_cefc_accumulator;
 float client_cefc_accumulatortime;\r
 #endif\r
 \r
+..float current_ammo;\r
+\r
+.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);\r
+.float clip_load;\r
+.float old_clip_load;\r
+.float clip_size;\r
+\r
 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE\r
 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX\r
 \r
index b1e4e13bb28ba2c135cb1db6e9053bd478b7c2ac..09a945f531de3b6a5f6041912d628eb3be151fc4 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef REGISTER_WEAPON\r
-REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, 0, "grabber", "grabber", "Grabber");\r
+REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");\r
 #else\r
 .float dmg;\r
 .float dmg_edge;\r
@@ -49,8 +49,7 @@ void W_Grabber_Attack2()
                W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
        }\r
 \r
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
-               self.ammo_fuel = self.ammo_fuel - cvar("g_balance_grabber_secondary_ammo");\r
+       W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
 }\r
 \r
 void spawnfunc_weapon_grabber (void)\r
@@ -66,6 +65,7 @@ float w_grabber(float req)
                return FALSE;\r
        }\r
 \r
+       float ammo_amount;\r
        float grabbered_time_max, grabbered_fuel;\r
                \r
        if (req == WR_AIM)\r
@@ -85,8 +85,7 @@ float w_grabber(float req)
                        if (time > self.grabber_refire)\r
                        if (weapon_prepareattack(0, -1))\r
                        {\r
-                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
-                                       self.ammo_fuel = self.ammo_fuel - cvar("g_balance_grabber_primary_ammo");\r
+                               W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
                                self.grabber_state |= GRABBER_FIRING;\r
                                weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);                               \r
                        }\r
@@ -129,13 +128,14 @@ float w_grabber(float req)
                                        {\r
                                                if ( self.ammo_fuel >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
                                                {\r
-                                                       self.ammo_fuel -= (time - self.grabber_time_fueldecrease) * grabbered_fuel;\r
+                                                       W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));\r
                                                        self.grabber_time_fueldecrease = time;\r
                                                        // decrease next frame again\r
                                                }\r
                                                else\r
                                                {\r
                                                        self.ammo_fuel = 0;\r
+                                                       self.weapon_load[WEP_GRABBER] = 0;\r
                                                        self.grabber_state |= GRABBER_REMOVING;\r
                                                        W_SwitchWeapon_Force(self, w_getbestweapon(self));\r
                                                }\r
@@ -183,22 +183,37 @@ float w_grabber(float req)
                precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
                precache_sound ("weapons/grabber_fire.wav");\r
                precache_sound ("weapons/grabber_altfire.wav");\r
+               precache_sound ("weapons/reload.wav");\r
        }\r
        else if (req == WR_SETUP)\r
        {\r
                weapon_setup(WEP_GRABBER);\r
                self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
+               self.current_ammo = ammo_fuel;\r
        }\r
        else if (req == WR_CHECKAMMO1)\r
        {\r
                if(self.grabber)\r
-                       return self.ammo_fuel > 0;\r
+               {\r
+                       ammo_amount = self.ammo_fuel > 0;\r
+                       ammo_amount += self.weapon_load[WEP_GRABBER] > 0;\r
+               }\r
                else\r
-                       return self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
+               {\r
+                       ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
+                       ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
+               }\r
+               return ammo_amount;\r
        }\r
        else if (req == WR_CHECKAMMO2)\r
        {\r
-               return self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
+               ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
+               ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
+               return ammo_amount;\r
+       }\r
+       else if (req == WR_RELOAD)\r
+       {\r
+               W_Reload(min(cvar("g_balance_hagar_primary_ammo"), cvar("g_balance_hagar_secondary_ammo")), cvar("g_balance_hagar_reload_ammo"), cvar("g_balance_hagar_reload_time"), "weapons/reload.wav");\r
        }\r
        else if (req == WR_SUICIDEMESSAGE)\r
                w_deathtypestring = "did the impossible";\r