.float sniperrifle_accumulator;
-float W_SniperRifle_CheckMaxBullets(float checkammo)
+// weapon load persistence, for weapons that support reloading
+.float sniperrifle_load;
+
+void W_SniperRifle_SetAmmoCounter()
{
- float maxbulls;
- maxbulls = autocvar_g_balance_sniperrifle_magazinecapacity;
- if(!maxbulls)
- maxbulls = 8; // match HUD
- if(checkammo)
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- maxbulls = min(maxbulls, floor(self.ammo_nails / min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)));
- if(self.sniperrifle_bulletcounter > maxbulls || !autocvar_g_balance_sniperrifle_magazinecapacity)
- self.sniperrifle_bulletcounter = maxbulls;
- return (self.sniperrifle_bulletcounter == maxbulls);
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_sniperrifle_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.sniperrifle_load;
+ self.clip_size = autocvar_g_balance_sniperrifle_reload_ammo; // for the crosshair ammo display
+ }
}
void W_SniperRifle_ReloadedAndReady()
{
float t;
- self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity;
- W_SniperRifle_CheckMaxBullets(TRUE);
- t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
+
+ // 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_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_nails -= 1;
+ }
+ self.sniperrifle_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reload_time - 1;
ATTACK_FINISHED(self) = t;
w_ready();
}
-float W_SniperRifle_Reload()
+void W_SniperRifle_Reload()
{
- float t;
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_sniperrifle_reload_ammo)
+ return;
- W_SniperRifle_CheckMaxBullets(TRUE);
+ if(!W_ReloadCheck(self.ammo_nails, min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)))
+ return;
- if(self.ammo_nails < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // when we get here, bulletcounter must be 0 or -1
- {
- print("cannot reload... not enough bullets\n");
- self.sniperrifle_bulletcounter = -1; // reload later
- W_SwitchToOtherWeapon(self);
- return 0;
- }
-
- if (self.sniperrifle_bulletcounter >= autocvar_g_balance_sniperrifle_magazinecapacity)
- return 0;
-
- if (self.weaponentity)
- {
- if (self.weaponentity.wframe == WFRAME_RELOAD)
- return 0;
-
- // allow to switch away while reloading, but this will cause a new reload!
- self.weaponentity.state = WS_READY;
- }
+ float t;
- sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1;
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reload_time + 1;
ATTACK_FINISHED(self) = t;
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_SniperRifle_ReloadedAndReady);
-
- self.sniperrifle_bulletcounter = -1;
-
- return 1;
-}
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reload_time, W_SniperRifle_ReloadedAndReady);
-void W_SniperRifle_CheckReloadAndReady()
-{
- w_ready();
- if(self.sniperrifle_bulletcounter <= 0)
- if(W_SniperRifle_Reload())
- return;
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
}
void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
{
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_nails -= pAmmo;
+ {
+ if(autocvar_g_balance_sniperrifle_reload_ammo)
+ {
+ self.clip_load -= pAmmo;
+ self.sniperrifle_load = self.clip_load;
+ }
+ else
+ self.ammo_nails -= pAmmo;
+ }
if(deathtype & HITTYPE_SECONDARY)
W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_secondary_damage + autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage);
else
W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_primary_damage + autocvar_g_balance_sniperrifle_primary_headshotaddeddamage);
- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
+ pointparticles(particleeffectnum("sniperrifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
if(self.BUTTON_ZOOM) // if zoomed, shoot from the eye
{
if (autocvar_g_casings >= 2)
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
-
- self.sniperrifle_bulletcounter = self.sniperrifle_bulletcounter - 1;
- W_SniperRifle_CheckMaxBullets(TRUE);
}
void W_SniperRifle_Attack()
void W_SniperRifle_BulletHail_Continue()
{
float r, sw, af;
- W_SniperRifle_CheckReloadAndReady();
- if(self.sniperrifle_bulletcounter < 0)
- return; // reloading, so we are done
+
sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
af = ATTACK_FINISHED(self);
self.switchweapon = self.weapon;
else
{
// just one shot
- weapon_thinkf(fr, animtime, W_SniperRifle_CheckReloadAndReady);
+ weapon_thinkf(fr, animtime, w_ready);
}
}
.float bot_secondary_sniperriflemooth;
float w_sniperrifle(float req)
{
- float full;
+ float ammo_amount;
+
if (req == WR_AIM)
{
self.BUTTON_ATCK=FALSE;
}
else if (req == WR_THINK)
{
- if(self.sniperrifle_bulletcounter < 0) // forced reload (e.g. because interrupted)
- {
- self.wish_reload = 1;
- }
+ if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // forced reload
+ W_SniperRifle_Reload();
else
{
self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
if (autocvar_g_balance_sniperrifle_secondary)
{
if(autocvar_g_balance_sniperrifle_secondary_reload)
- self.wish_reload = 1;
+ W_SniperRifle_Reload();
else
{
if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
}
}
}
- if(self.wish_reload)
- {
- if(self.switchweapon == self.weapon)
- {
- if(self.weaponentity.state == WS_READY)
- {
- self.wish_reload = 0;
- W_SniperRifle_Reload();
- }
- }
- }
}
else if (req == WR_PRECACHE)
{
precache_model ("models/weapons/g_campingrifle.md3");
precache_model ("models/weapons/v_campingrifle.md3");
precache_model ("models/weapons/h_campingrifle.iqm");
- precache_sound ("weapons/campingrifle_reload.wav");
precache_sound ("weapons/campingrifle_fire.wav");
precache_sound ("weapons/campingrifle_fire2.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_SNIPERRIFLE);
-
- full = W_SniperRifle_CheckMaxBullets(TRUE);
- if(autocvar_g_balance_sniperrifle_auto_reload_on_switch)
- if(!full)
- self.sniperrifle_bulletcounter = -1;
+ W_SniperRifle_SetAmmoCounter();
}
else if (req == WR_CHECKAMMO1)
- return self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_sniperrifle_primary_ammo;
+ ammo_amount += (autocvar_g_balance_sniperrifle_reload_ammo && self.sniperrifle_load >= autocvar_g_balance_sniperrifle_primary_ammo);
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
- else if (req == WR_RELOAD)
{
- self.wish_reload = 1;
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_sniperrifle_secondary_ammo;
+ ammo_amount += (autocvar_g_balance_sniperrifle_reload_ammo && self.sniperrifle_load >= autocvar_g_balance_sniperrifle_secondary_ammo);
+ return ammo_amount;
}
else if (req == WR_RESETPLAYER)
{
self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
- self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity;
- W_SniperRifle_CheckMaxBullets(FALSE);
+
+ // all weapons must be fully loaded when we spawn
+ self.sniperrifle_load = autocvar_g_balance_sniperrifle_reload_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_SniperRifle_Reload();
}
return TRUE;
};