#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", _("Sniper Rifle"))
+REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", _("Sniper Rifle"))
#else
#ifdef SVQC
//Sniper rifle Primary mode: manually operated bolt*, Secondary: full automatic**
.float sniperrifle_accumulator;
-void W_SniperRifle_SetAmmoCounter()
-{
- // 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.weapon_load[WEP_SNIPERRIFLE];
- self.clip_size = autocvar_g_balance_sniperrifle_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_SniperRifle_Reload()
-{
- self.reload_ammo_player = ammo_fuel;
- self.reload_ammo_min = min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo);
- self.reload_ammo_amount = autocvar_g_balance_sniperrifle_reload_ammo;
- self.reload_time = autocvar_g_balance_sniperrifle_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
-
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)
- {
- if(autocvar_g_balance_sniperrifle_reload_ammo)
- {
- self.clip_load -= pAmmo;
- self.weapon_load[WEP_SNIPERRIFLE] = self.clip_load;
- }
- else
- self.ammo_nails -= pAmmo;
- }
+ W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_sniperrifle_reload_ammo);
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 if (req == WR_THINK)
{
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();
+ weapon_action(self.weapon, WR_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)
- W_SniperRifle_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else
{
if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
else if (req == WR_SETUP)
{
weapon_setup(WEP_SNIPERRIFLE);
- W_SniperRifle_SetAmmoCounter();
+ self.current_ammo = ammo_nails;
}
else if (req == WR_CHECKAMMO1)
{
- ammo_amount = self.ammo_cells >= autocvar_g_balance_sniperrifle_primary_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
ammo_amount += self.weapon_load[WEP_SNIPERRIFLE] >= autocvar_g_balance_sniperrifle_primary_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
- ammo_amount = self.ammo_cells >= autocvar_g_balance_sniperrifle_secondary_ammo;
+ ammo_amount = self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
ammo_amount += self.weapon_load[WEP_SNIPERRIFLE] >= autocvar_g_balance_sniperrifle_secondary_ammo;
return ammo_amount;
}
else if (req == WR_RESETPLAYER)
{
self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
-
- // all weapons must be fully loaded when we spawn
- self.weapon_load[WEP_SNIPERRIFLE] = autocvar_g_balance_sniperrifle_reload_ammo;
}
else if (req == WR_RELOAD)
{
- W_SniperRifle_Reload();
+ W_Reload(min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo), autocvar_g_balance_sniperrifle_reload_ammo, autocvar_g_balance_sniperrifle_reload_time, "weapons/reload.wav");
}
return TRUE;
};