Beispiel #1
0
	void execute(CItem *_this)
	{
		CShotgun *fm = (CShotgun *)pWep->GetFireMode(pWep->GetCurrentFireMode());

		if(fm->m_reload_was_broken)
			return;

		IEntityClass *pAmmoType = fm->GetAmmoType();

		if(pWep->IsServer())
		{
			const int ammoCount = pWep->GetAmmoCount(pAmmoType);
			const int inventoryCount = pWep->GetInventoryAmmoCount(pAmmoType);

			const int refill = fm->m_pShared->shotgunparams.partial_reload ? 1 : min(inventoryCount, fm->GetClipSize() - ammoCount);

			pWep->SetAmmoCount(pAmmoType, ammoCount + refill);
			pWep->SetInventoryAmmoCount(pAmmoType, pWep->GetInventoryAmmoCount(pAmmoType) - refill);
		}

		g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(pWep->GetOwner(), GameplayEvent(eGE_WeaponReload, pAmmoType->GetName(), 1, (void *)(pWep->GetEntityId())));

		if(!fm->m_break_reload)
			fm->ReloadShell(rzoomed);
		else
			fm->EndReload(rzoomed);
	}
Beispiel #2
0
	void execute(CItem *_this)
	{
		CShotgun *fm = (CShotgun *)pWep->GetFireMode(pWep->GetCurrentFireMode());
		IEntityClass* ammo = fm->GetAmmoType();
		pWep->OnEndReload(pWep->GetOwnerId(), ammo);

		pWep->SetBusy(false);

		fm->m_reloading = false;
		fm->m_emptyclip = false;
		fm->m_spinUpTime = fm->m_firing ? fm->m_fireParams->fireparams.spin_up_time:0.0f;

		if (fm->m_break_reload)
		{
			fm->m_break_reload=false;
		}
		else if(fm->m_load_shell_on_end && pWep->IsServer())
		{
			IEntityClass* pAmmoType = fm->GetAmmoType();
			const int ammoCount = pWep->GetAmmoCount(pAmmoType);
			const int inventoryCount = pWep->GetInventoryAmmoCount(pAmmoType);

			pWep->SetAmmoCount(pAmmoType, ammoCount + 1);
			pWep->SetInventoryAmmoCount(pAmmoType, inventoryCount - 1);

			fm->m_load_shell_on_end = false;
		}
	}
Beispiel #3
0
	void execute(CItem *_this)
	{
		CShotgun *fm = (CShotgun *)pWep->GetFireMode(pWep->GetCurrentFireMode());
		IEntityClass *ammo = fm->GetAmmoType();
		pWep->OnEndReload(pWep->GetOwnerId(), ammo);

		fm->m_reloading = false;
		fm->m_emptyclip = false;
		fm->m_spinUpTime = fm->m_firing?fm->m_pShared->fireparams.spin_up_time:0.0f;

		if(fm->m_break_reload)
		{
			fm->Shoot(true, true);
			fm->m_break_reload=false;
		}
		else if(fm->m_reload_was_broken)
		{
			if(pWep->GetOwnerActor() && pWep->GetOwnerActor()->IsClient())
				pWep->MeleeAttack();
		}

	}
Beispiel #4
0
	void execute(CItem *_this)
	{
		shotty->ReloadShell(zoomed);
	}