.float electro_count;
.float electro_secondarytime;
+// weapon load persistence, for weapons that support reloading
+.float electro_load;
+
+void W_Electro_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_electro_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.electro_load;
+ self.clip_size = autocvar_g_balance_electro_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Electro_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_electro_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.electro_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_electro_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Electro_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_electro_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_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_electro_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_electro_reload_time, W_Electro_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void W_Plasma_Explode_Combo (void);
void W_Plasma_TriggerCombo(vector org, float rad, entity own)
{
local entity proj;
+ // 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_electro_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_electro_primary_ammo;
+ self.electro_load = self.clip_load;
+ }
+ else
+ self.ammo_cells -= autocvar_g_balance_electro_primary_ammo;
+ }
+
W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.projectiledeathtype = WEP_ELECTRO;
setorigin(proj, w_shotorg);
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_primary_ammo;
proj.movetype = MOVETYPE_FLY;
W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
proj.angles = vectoangles(proj.velocity);
{
local entity proj;
+ // 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_electro_reload_ammo)
+ {
+ self.clip_load -= autocvar_g_balance_electro_secondary_ammo;
+ self.electro_load = self.clip_load;
+ }
+ else
+ self.ammo_cells -= autocvar_g_balance_electro_secondary_ammo;
+ }
+
W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage);
w_shotdir = v_forward; // no TrueAim for grenades please
proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
setorigin(proj, w_shotorg);
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_secondary_ammo;
//proj.glow_size = 50;
//proj.glow_color = 45;
proj.movetype = MOVETYPE_BOUNCE;
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
other = proj; MUTATOR_CALLHOOK(EditProjectile);
- }
+}
.vector hook_start, hook_end;
float lgbeam_send(entity to, float sf)
}
.entity lgbeam;
.float prevlgfire;
+float lgbeam_checkammo()
+{
+ if(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+ return TRUE;
+ else if(autocvar_g_balance_electro_reload_ammo)
+ return self.owner.clip_load > 0;
+ else
+ return self.owner.ammo_cells > 0;
+}
+
void lgbeam_think()
{
self.owner.prevlgfire = time;
remove(self);
return;
}
- if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
+
+ if (self.owner.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
{
if(self == self.owner.lgbeam)
self.owner.lgbeam = world;
float dt, f;
dt = frametime;
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
{
if(autocvar_g_balance_electro_primary_ammo)
{
- dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
- self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+ if(autocvar_g_balance_electro_reload_ammo)
+ {
+ dt = min(dt, self.owner.clip_load / autocvar_g_balance_electro_primary_ammo);
+ self.owner.clip_load = max(0, self.owner.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
+ self.owner.electro_load = self.owner.clip_load;
+ }
+ else
+ {
+ dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+ self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+ }
}
}
.float BUTTON_ATCK_prev;
float w_electro(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
{
self.BUTTON_ATCK=FALSE;
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ if(autocvar_g_balance_electro_reload_ammo && self.clip_load < min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo)) // forced reload
+ W_Electro_Reload();
+ else if (self.BUTTON_ATCK)
{
if(autocvar_g_balance_electro_lightning)
if(self.BUTTON_ATCK_prev)
}
self.BUTTON_ATCK_prev = 0;
}
- }
- if (self.BUTTON_ATCK2)
- if (time >= self.electro_secondarytime)
- if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
- {
- W_Electro_Attack2();
- self.electro_count = autocvar_g_balance_electro_secondary_count;
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
- self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
+ if (self.BUTTON_ATCK2)
+ {
+ if (time >= self.electro_secondarytime)
+ if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
+ {
+ W_Electro_Attack2();
+ self.electro_count = autocvar_g_balance_electro_secondary_count;
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+ self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
+ }
+ }
}
}
else if (req == WR_PRECACHE)
precache_sound ("weapons/electro_fire2.wav");
precache_sound ("weapons/electro_impact.wav");
precache_sound ("weapons/electro_impact_combo.wav");
+ precache_sound ("weapons/reload.wav");
if(autocvar_g_balance_electro_lightning)
{
precache_sound ("weapons/lgbeam_fire.wav");
}
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_ELECTRO);
+ W_Electro_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
{
if(autocvar_g_balance_electro_lightning)
- return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
+ ammo_amount = !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
else
- return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+ if(autocvar_g_balance_electro_reload_ammo)
+ {
+ if(autocvar_g_balance_electro_lightning)
+ ammo_amount += !autocvar_g_balance_electro_primary_ammo || (self.electro_load > 0);
+ else
+ ammo_amount += self.electro_load >= autocvar_g_balance_electro_primary_ammo;
+ }
+ return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+ ammo_amount += (autocvar_g_balance_electro_reload_ammo && self.electro_load >= autocvar_g_balance_electro_secondary_ammo);
+ return ammo_amount;
+ }
else if (req == WR_RESETPLAYER)
{
self.electro_secondarytime = time;
+
+ // all weapons must be fully loaded when we spawn
+ self.electro_load = autocvar_g_balance_electro_reload_ammo;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Shotgun_Reload();
}
return TRUE;
};