#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
+REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
#else
#ifdef SVQC
.float minstanex_lasthit;
-void W_Minstanex_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_minstanex_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.weapon_load[WEP_MINSTANEX];
- self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_Minstanex_Reload()
-{
- self.reload_ammo_player = ammo_cells;
- if(autocvar_g_balance_minstanex_laser_ammo)
- self.reload_ammo_min = min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
- else
- self.reload_ammo_min = autocvar_g_balance_minstanex_ammo;
- self.reload_ammo_amount = autocvar_g_balance_minstanex_reload_ammo;
- self.reload_time = autocvar_g_balance_minstanex_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
-
void W_MinstaNex_Attack (void)
{
float flying;
if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, 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_minstanex_reload_ammo)
- {
- if (g_minstagib)
- self.clip_load -= - 1;
- else
- self.clip_load -= autocvar_g_balance_minstanex_ammo;
- self.weapon_load[WEP_MINSTANEX] = self.clip_load;
- }
- else
- {
- if (g_minstagib)
- self.ammo_cells -= - 1;
- else
- self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
- }
- }
+ if (g_minstagib)
+ W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
+ else
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo);
}
// if the laser uses load, we also consider its ammo for reloading
if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload
- W_Minstanex_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
- W_Minstanex_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
// decrease ammo for the laser?
if(autocvar_g_balance_minstanex_laser_ammo)
- {
- if(autocvar_g_balance_minstanex_reload_ammo)
- self.clip_load -= autocvar_g_balance_minstanex_laser_ammo;
- else
- self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo;
- }
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
// ugly minstagib hack to reuse the fire mode of the laser
float w;
precache_sound ("weapons/nexwhoosh1.wav");
precache_sound ("weapons/nexwhoosh2.wav");
precache_sound ("weapons/nexwhoosh3.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
w_laser(WR_PRECACHE);
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_MINSTANEX);
- W_Minstanex_SetAmmoCounter();
+ self.current_ammo = ammo_cells;
self.minstanex_lasthit = 0;
}
else if (req == WR_CHECKAMMO1)
}
else if (req == WR_RELOAD)
{
- W_Minstanex_Reload();
+ float used_ammo;
+ if(autocvar_g_balance_minstanex_laser_ammo)
+ used_ammo = min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
+ else
+ used_ammo = autocvar_g_balance_minstanex_ammo;
+
+ W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
}
return TRUE;
};