.float rl_release;
.float rl_detonate_later;
+// weapon load persistence, for weapons that support reloading
+.float rocketlauncher_load;
+
+void W_RocketLauncher_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_rocketlauncher_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.rocketlauncher_load;
+ self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_RocketLauncher_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_rocketlauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_rockets -= 1;
+ }
+ self.rocketlauncher_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_RocketLauncher_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_rocketlauncher_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void W_Rocket_Unregister()
{
if(self.owner && self.owner.lastrocket == self)
local entity missile;
local entity flash;
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_rocketlauncher_ammo;
+ {
+ if(autocvar_g_balance_rocketlauncher_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
+ self.rocketlauncher_load = self.clip_load;
+ }
+ else
+ self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
+ }
W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
{
entity rock;
float rockfound;
+ float ammo_amount;
+
if (req == WR_AIM)
{
// aim and decide to fire if appropriate
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
+ W_RocketLauncher_Reload();
+ else
{
- if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
- if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
+ if (self.BUTTON_ATCK)
{
- W_Rocket_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
- self.rl_release = 0;
+ if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+ if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
+ {
+ W_Rocket_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
+ self.rl_release = 0;
+ }
}
- }
- else
- self.rl_release = 1;
+ else
+ self.rl_release = 1;
- if (self.BUTTON_ATCK2)
- {
- rockfound = 0;
- for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
+ if (self.BUTTON_ATCK2)
{
- if(!rock.rl_detonate_later)
+ rockfound = 0;
+ for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
{
- rock.rl_detonate_later = TRUE;
- rockfound = 1;
+ if(!rock.rl_detonate_later)
+ {
+ rock.rl_detonate_later = TRUE;
+ rockfound = 1;
+ }
}
+ if(rockfound)
+ sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
- if(rockfound)
- sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
}
else if (req == WR_PRECACHE)
precache_sound ("weapons/rocket_det.wav");
precache_sound ("weapons/rocket_fire.wav");
precache_sound ("weapons/rocket_mode.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_ROCKET_LAUNCHER);
+ W_RocketLauncher_SetAmmoCounter();
self.rl_release = 1;
}
else if (req == WR_CHECKAMMO1)
{
// don't switch while guiding a missile
- if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
- && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
- return FALSE;
+ if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
+ {
+ if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+ ammo_amount = FALSE;
+ if(autocvar_g_balance_electro_reload_ammo && self.minelayer_load < autocvar_g_balance_rocketlauncher_ammo)
+ ammo_amount = FALSE;
+ }
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
return FALSE;
else if (req == WR_RESETPLAYER)
{
self.rl_release = 0;
+
+ // all weapons must be fully loaded when we spawn
+ self.rocketlauncher_load = autocvar_g_balance_rocketlauncher_reload_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_RocketLauncher_Reload();
}
return TRUE;
};