//** 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(!autocvar_g_balance_sniperrifle_reload_ammo)
+ self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
+ else
+ self.ammo_counter = self.sniperrifle_load;
+}
+
+void W_SniperRifle_ReloadedAndReady()
+{
+ float t;
+
+ // now do the ammo maths
+ self.ammo_counter = self.old_ammo_counter; // restore ammo counter, in case we still had ammo in the weapon while reloading
+ while(self.ammo_counter < autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more than the amount of ammo we have
+ {
+ self.ammo_counter += 1;
+ self.ammo_nails -= 1;
+ }
+ self.sniperrifle_load = self.ammo_counter;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_SniperRifle_Reload()
+{
+ // reloading is disabled for this weapon
+ if(!autocvar_g_balance_sniperrifle_reload_ammo)
+ return;
+
+ float t;
+
+ if(!W_ReloadCheck(self.ammo_nails))
+ return;
+
+ sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_SniperRifle_ReloadedAndReady);
+
+ self.old_ammo_counter = self.ammo_counter;
+ self.ammo_counter = -1;
+}
+
+float W_SniperRifle_CheckMaxBullets(float checkammo)
+{
+ float maxbulls;
+ maxbulls = autocvar_g_balance_sniperrifle_magazinecapacity;
+ if(!maxbulls)
+ maxbulls = 8; // match HUD
+ if(checkammo)
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ maxbulls = min(maxbulls, floor(self.ammo_nails / min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)));
+ if(self.ammo_counter > maxbulls)
+ self.ammo_counter = maxbulls;
+ return (self.ammo_counter == maxbulls);
+}
void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
{
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_nails -= pAmmo;
+ {
+ if(!autocvar_g_balance_sniperrifle_reload_ammo)
+ self.ammo_nails -= pAmmo;
+ else
+ self.sniperrifle_load -= 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
W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_primary_damage + autocvar_g_balance_sniperrifle_primary_headshotaddeddamage);
- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
+ pointparticles(particleeffectnum("sniperrifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
if(self.BUTTON_ZOOM) // if zoomed, shoot from the eye
{
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);
- self.sniperrifle_bulletcounter = self.sniperrifle_bulletcounter - 1;
+ self.ammo_counter = self.ammo_counter - 1;
}
void W_SniperRifle_Attack()
void W_SniperRifle_BulletHail_Continue()
{
float r, sw, af;
- W_SniperRifle_CheckReloadAndReady();
- if(self.sniperrifle_bulletcounter < 0)
+
+ 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
{
// just one shot
- weapon_thinkf(fr, animtime, W_SniperRifle_CheckReloadAndReady);
+ weapon_thinkf(fr, animtime, w_ready);
}
}
}
else if (req == WR_THINK)
{
- if(self.sniperrifle_bulletcounter < 0) // forced reload (e.g. because interrupted)
- {
- self.wish_reload = 1;
- }
+ W_SniperRifle_SetAmmoCounter();
+ if(autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_counter <= 0) // forced reload
+ W_SniperRifle_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)
- self.wish_reload = 1;
+ W_SniperRifle_Reload();
else
{
if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
if(self.weaponentity.state == WS_READY)
{
self.wish_reload = 0;
- W_SniperRifle_Reload();
+ W_SniperRifle_Reload(self.ammo_nails);
}
}
}
full = W_SniperRifle_CheckMaxBullets(TRUE);
if(autocvar_g_balance_sniperrifle_auto_reload_on_switch)
if(!full)
- self.sniperrifle_bulletcounter = -1;
+ self.ammo_counter = -1;
}
else if (req == WR_CHECKAMMO1)
return self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
else if (req == WR_RELOAD)
{
- self.wish_reload = 1;
+ W_SniperRifle_Reload();
}
else if (req == WR_RESETPLAYER)
{
self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
- self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity;
+ self.ammo_counter = autocvar_g_balance_sniperrifle_magazinecapacity;
W_SniperRifle_CheckMaxBullets(FALSE);
}
return TRUE;