REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
#else
#ifdef SVQC
+
+// weapon load persistence, for weapons that support reloading
+.float nex_load;
+
+void W_Nex_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_nex_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.nex_load;
+ self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Nex_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_nex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_cells -= 1;
+ }
+ self.nex_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Nex_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_nex_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_nex_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void SendCSQCNexBeamParticle(float charge) {
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - myammo;
+ {
+ if(autocvar_g_balance_nex_reload_ammo)
+ {
+ self.clip_load -= myammo;
+ self.nex_load = self.clip_load;
+ }
+ else
+ self.ammo_cells -= myammo;
+ }
}
void spawnfunc_weapon_nex (void); // defined in t_items.qc
float w_nex(float req)
{
float dt;
+ float ammo_amount;
if (req == WR_AIM)
{
self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
}
- if (self.BUTTON_ATCK)
+ if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
+ W_Nex_Reload();
+ else
{
- if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
+ if (self.BUTTON_ATCK)
{
- W_Nex_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
+ if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
+ {
+ W_Nex_Attack(0);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
+ }
}
- }
- if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
- {
- if(autocvar_g_balance_nex_secondary_charge)
+ if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
{
- self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
- dt = frametime / W_TICSPERFRAME;
-
- if(self.nex_charge < 1)
+ if(autocvar_g_balance_nex_secondary_charge)
{
- if(autocvar_g_balance_nex_secondary_chargepool)
+ self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
+ dt = frametime / W_TICSPERFRAME;
+
+ if(self.nex_charge < 1)
{
- if(autocvar_g_balance_nex_secondary_ammo)
+ if(autocvar_g_balance_nex_secondary_chargepool)
{
- // always deplete if secondary is held
- self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
+ if(autocvar_g_balance_nex_secondary_ammo)
+ {
+ // always deplete if secondary is held
+ self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
- dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
- self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
- dt = min(dt, self.nex_chargepool_ammo);
- dt = max(0, dt);
+ dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+ self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
+ dt = min(dt, self.nex_chargepool_ammo);
+ dt = max(0, dt);
- self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+ self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+ }
}
- }
- else if(autocvar_g_balance_nex_secondary_ammo)
- {
- if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
+ else if(autocvar_g_balance_nex_secondary_ammo)
{
- dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
{
- dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
- dt = max(0, dt);
- if(dt > 0)
+ dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
- self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(autocvar_g_balance_nex_reload_ammo)
+ {
+ dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
+ }
+ self.nex_load = self.clip_load;
+ }
+ else
+ {
+ dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
+ }
+ }
}
+ self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
}
- self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
}
- }
- else
- {
- dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
- self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+ else
+ {
+ dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+ self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+ }
}
}
- }
- else if(autocvar_g_balance_nex_secondary)
- {
- if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
+ else if(autocvar_g_balance_nex_secondary)
{
- W_Nex_Attack(1);
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
+ if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
+ {
+ W_Nex_Attack(1);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
+ }
}
}
}
precache_sound ("weapons/nexwhoosh1.wav");
precache_sound ("weapons/nexwhoosh2.wav");
precache_sound ("weapons/nexwhoosh3.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_NEX);
+ W_Nex_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
+ ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_primary_ammo);
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
+ {
+ // don't allow charging if we don't have enough ammo
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
+ ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_secondary_ammo);
+ return ammo_amount;
+ }
+ else if (req == WR_RESETPLAYER)
+ {
+ // all weapons must be fully loaded when we spawn
+ self.nex_load = autocvar_g_balance_nex_reload_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Nex_Reload();
+ }
+
return TRUE;
};
#endif