#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
+REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
#else
#ifdef SVQC
void W_Mine_Think (void);
}
}
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_minelayer_ammo;
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
{
entity mine;
float minfound;
+ 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_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
+ weapon_action(self.weapon, WR_RELOAD);
+ else if (self.BUTTON_ATCK)
{
if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
{
}
}
- if (self.BUTTON_ATCK2)
+ else if (self.BUTTON_ATCK2)
{
minfound = 0;
for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
precache_sound ("weapons/mine_fire.wav");
precache_sound ("weapons/mine_stick.wav");
precache_sound ("weapons/mine_trigger.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_MINE_LAYER);
+ self.current_ammo = ammo_rockets;
}
else if (req == WR_CHECKAMMO1)
{
// don't switch while placing a mine
- if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
- && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
- return FALSE;
+ if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
+ {
+ if(autocvar_g_balance_minelayer_reload_ammo)
+ {
+ if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
+ ammo_amount = TRUE;
+ }
+ else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
+ ammo_amount = TRUE;
+ return !ammo_amount;
+ }
}
else if (req == WR_CHECKAMMO2)
+ {
return FALSE;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
+ }
return TRUE;
};
#endif