//** In fully automatic mode some of the gas is used to extract and reload the next cartrige, thus there is less power and range.
.float sniperrifle_accumulator;
-.float sniperrifle_load;
void W_SniperRifle_SetAmmoCounter()
{
- // set ammo_counter to the weapon we have switched to, if the gun uses reloading
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
if(!autocvar_g_balance_sniperrifle_reload_ammo)
- self.ammo_counter = 0; // also keeps crosshair ammo from displaying
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
else
- self.ammo_counter = self.sniperrifle_load;
+ {
+ 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;
// now do the ammo transfer
- self.ammo_counter = self.old_ammo_counter; // restore the ammo counter, in case we still had ammo in the weapon before reloading
- while(self.ammo_counter < autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
+ 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.ammo_counter += 1;
+ self.clip_load += 1;
self.ammo_nails -= 1;
}
- self.sniperrifle_load = self.ammo_counter;
+ self.sniperrifle_load = self.clip_load;
t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reload_time - 1;
ATTACK_FINISHED(self) = t;
if(!autocvar_g_balance_sniperrifle_reload_ammo)
return;
- if(!W_ReloadCheck(self.ammo_nails))
+ if(!W_ReloadCheck(self.ammo_nails, min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)))
return;
float t;
weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reload_time, W_SniperRifle_ReloadedAndReady);
- self.old_ammo_counter = self.ammo_counter;
- self.ammo_counter = -1;
+ 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)
+ {
+ 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
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);
-
- // 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.ammo_nails -= pAmmo;
- else
- {
- self.ammo_counter -= pAmmo;
- self.sniperrifle_load = self.ammo_counter;
- }
- }
}
void W_SniperRifle_Attack()
{
float r, sw, af;
- if(autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_counter <= 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 if (req == WR_THINK)
{
- if(autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_counter <= 0) // forced reload
+ 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
{
}
}
}
- 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)
{
else if (req == WR_CHECKAMMO2)
{
if(autocvar_g_balance_sniperrifle_reload_ammo)
- return self.sniperrifle_load >= autocvar_g_balance_sniperrifle_primary_ammo;
+ return self.sniperrifle_load >= autocvar_g_balance_sniperrifle_secondary_ammo;
else
return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
}
else if (req == WR_RESETPLAYER)
{
self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
- self.ammo_counter = autocvar_g_balance_sniperrifle_reload_ammo;
+ self.clip_load = autocvar_g_balance_sniperrifle_reload_ammo;
+ }
+ else if (req == WR_SWITCHABLE)
+ {
+ // checks if this weapon can be switched to, when reloading is enabled
+ // returns true if there's either enough load in the weapon to use it,
+ // or we have enough ammo to reload the weapon to a usable point
+ float ammo_amount;
+ ammo_amount = min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo);
+ return (autocvar_g_balance_sniperrifle_reload_ammo && self.sniperrifle_load >= ammo_amount) || self.ammo_nails >= ammo_amount;
}
return TRUE;
};