#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", "Sniper Rifle");
+REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", _("Sniper Rifle"))
#else
#ifdef SVQC
//Sniper rifle Primary mode: manually operated bolt*, Secondary: full automatic**
//** 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;
-float W_SniperRifle_CheckMaxBullets(float checkammo)
+void W_SniperRifle_SetAmmoCounter()
{
- 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.sniperrifle_bulletcounter > maxbulls || !autocvar_g_balance_sniperrifle_magazinecapacity)
- self.sniperrifle_bulletcounter = maxbulls;
- return (self.sniperrifle_bulletcounter == maxbulls);
+ // 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;
- self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity;
- W_SniperRifle_CheckMaxBullets(TRUE);
+
+ // 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();
}
-float W_SniperRifle_Reload()
+void W_SniperRifle_Reload()
{
- float t;
-
- W_SniperRifle_CheckMaxBullets(TRUE);
+ // reloading is disabled for this weapon
+ if(!autocvar_g_balance_sniperrifle_reload_ammo)
+ return;
- if(self.ammo_nails < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // when we get here, bulletcounter must be 0 or -1
- {
- print("cannot reload... not enough bullets\n");
- self.sniperrifle_bulletcounter = -1; // reload later
- W_SwitchToOtherWeapon(self);
- return 0;
- }
-
- if (self.sniperrifle_bulletcounter >= autocvar_g_balance_sniperrifle_magazinecapacity)
- return 0;
-
- if (self.weaponentity)
- {
- if (self.weaponentity.wframe == WFRAME_RELOAD)
- return 0;
+ float t;
- // allow to switch away while reloading, but this will cause a new reload!
- self.weaponentity.state = WS_READY;
- }
+ if(!W_ReloadCheck(self.ammo_nails))
+ return;
sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_SniperRifle_ReloadedAndReady);
- self.sniperrifle_bulletcounter = -1;
-
- return 1;
+ self.old_ammo_counter = self.ammo_counter;
+ self.ammo_counter = -1;
}
-void W_SniperRifle_CheckReloadAndReady()
+float W_SniperRifle_CheckMaxBullets(float checkammo)
{
- w_ready();
- if(self.sniperrifle_bulletcounter <= 0)
- if(W_SniperRifle_Reload())
- return;
+ 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;
- W_SniperRifle_CheckMaxBullets(TRUE);
+ 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)
- {
- if(self.switchweapon == self.weapon)
- if(self.weaponentity.state == WS_READY)
- W_SniperRifle_Reload();
- }
+ 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 (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
- if (time >= self.sniperrifle_accumulator + autocvar_g_balance_sniperrifle_secondary_burstcost)
- {
- weapon_prepareattack_do(1, autocvar_g_balance_sniperrifle_secondary_refire);
- W_SniperRifle_BulletHail(autocvar_g_balance_sniperrifle_secondary_bullethail, W_SniperRifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_sniperrifle_secondary_animtime, autocvar_g_balance_sniperrifle_primary_refire);
- self.sniperrifle_accumulator += autocvar_g_balance_sniperrifle_secondary_burstcost;
- }
+ if(autocvar_g_balance_sniperrifle_secondary_reload)
+ W_SniperRifle_Reload();
+ else
+ {
+ if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
+ if (time >= self.sniperrifle_accumulator + autocvar_g_balance_sniperrifle_secondary_burstcost)
+ {
+ weapon_prepareattack_do(1, autocvar_g_balance_sniperrifle_secondary_refire);
+ W_SniperRifle_BulletHail(autocvar_g_balance_sniperrifle_secondary_bullethail, W_SniperRifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_sniperrifle_secondary_animtime, autocvar_g_balance_sniperrifle_primary_refire);
+ self.sniperrifle_accumulator += autocvar_g_balance_sniperrifle_secondary_burstcost;
+ }
+ }
}
}
}
+ if(self.wish_reload)
+ {
+ if(self.switchweapon == self.weapon)
+ {
+ if(self.weaponentity.state == WS_READY)
+ {
+ self.wish_reload = 0;
+ W_SniperRifle_Reload(self.ammo_nails);
+ }
+ }
+ }
}
else if (req == WR_PRECACHE)
{
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;
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;