#ifdef SVQC
// NO bounce protection, as bounces are limited!
-void W_Hagar_Reload()
-{
- self.reload_ammo_player = ammo_rockets;
- self.reload_ammo_min = min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo);
- self.reload_ammo_amount = autocvar_g_balance_hagar_reload_ammo;
- self.reload_time = autocvar_g_balance_hagar_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
-
void W_Hagar_Explode (void)
{
self.event_damage = SUB_Null;
{
local entity missile;
- // 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_hagar_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_hagar_primary_ammo;
- self.weapon_load[WEP_HAGAR] = self.clip_load;
- }
- else
- self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo;
- }
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
{
local entity missile;
- // 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_hagar_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_hagar_secondary_ammo;
- self.weapon_load[WEP_HAGAR] = self.clip_load;
- }
- else
- self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo;
- }
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
else if (req == WR_THINK)
{
if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
- W_Hagar_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
precache_model ("models/weapons/v_hagar.md3");
precache_model ("models/weapons/h_hagar.iqm");
precache_sound ("weapons/hagar_fire.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_HAGAR);
+ self.current_ammo = ammo_rockets;
}
else if (req == WR_CHECKAMMO1)
{
}
else if (req == WR_RELOAD)
{
- W_Hagar_Reload();
+ W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");
}
return TRUE;
};