if(!self.hagar_load)
return;
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
+ weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
{
// loadable hagar secondary attack, must always run each frame
- if not(weapon_action(self.weapon, WR_CHECKAMMO2))
- {
- W_SwitchToOtherWeapon(self);
- return;
- }
-
local float loaded;
- local float used_ammo, enough_ammo;
-
loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
- // check if we have enough ammo for another rocket
- used_ammo = autocvar_g_balance_hagar_secondary_ammo;
- if(autocvar_g_balance_hagar_reload_ammo)
- enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
- else
- enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
-
if(self.BUTTON_ATCK2)
{
if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
if(self.hagar_load)
{
// if we pressed primary fire while loading, unload all rockets and abort
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
self.hagar_load = 0;
sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
else
{
// check if we can attempt to load another rocket
- if(!self.hagar_loadblock && !loaded && enough_ammo)
+ if(!self.hagar_loadblock && !loaded && weapon_action(self.weapon, WR_CHECKAMMO2))
if(self.hagar_loadstep < time)
{
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
self.hagar_load += 1;
sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
}
if(self.hagar_load)
- if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
- if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
- W_Hagar_Attack2_Load_Release();
+ {
+ self.weapon_forbidchange = TRUE;
+
+ if(!self.BUTTON_ATCK2 || ((loaded || !weapon_action(self.weapon, WR_CHECKAMMO2)) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
+ W_Hagar_Attack2_Load_Release();
+ }
+ else
+ self.weapon_forbidchange = FALSE;
+
+ // we aren't checking ammo during an attack, so we must do it here
+ if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+ {
+ W_SwitchToOtherWeapon(self);
+ return;
+ }
}
void spawnfunc_weapon_hagar (void)
{
weapon_setup(WEP_HAGAR);
self.current_ammo = ammo_rockets;
- self.hagar_load = 0;
+
+ if(self.hagar_load)
+ {
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
+ self.hagar_load = 0;
+ }
}
else if (req == WR_CHECKAMMO1)
{
ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
return ammo_amount;
}
+ else if (req == WR_RESETPLAYER)
+ {
+ self.hagar_load = 0;
+ }
else if (req == WR_PLAYERDEATH)
{
// if we have any rockets loaded when we die, release them
- if(self.hagar_load)
+ if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
W_Hagar_Attack2_Load_Release();
}
else if (req == WR_RELOAD)