Exemplo n.º 1
0
		void Weapon::Reload() {
			SPADES_MARK_FUNCTION();
			
			if(reloading)
				return;
			if(ammo == GetClipSize())
				return;
			if(stock == 0)
				return;
			reloading = true;
			shooting = false;
			reloadStartTime = time;
			reloadEndTime = time + GetReloadTime();
			
			if(world->GetListener())
				world->GetListener()->PlayerReloadingWeapon(owner);
		}
Exemplo n.º 2
0
HS_BOOL8 CHSMTube::Reload()
{
    if (!m_pWeaponData)
    {
        return false;
    }

    // Check to see if we're reloading.  If not, then begin it.
    if (!m_reloading)
    {
        // Are we already loaded?
        if (m_loaded)
        {
            return false;
        }

        // Pull a missile from storage .. or try to.
        if (!m_missile_bay)
        {
            return false;
        }

        if (!m_missile_bay->GetMissile(m_pWeaponData->TypeID()))
        {
            return false;
        }

        m_reloading = true;
        m_time_to_reload = GetReloadTime();
    }
    else
    {
        m_time_to_reload--;

        if (m_time_to_reload <= 0)
        {
            m_change = STAT_READY;
            m_reloading = false;
            m_loaded = true;
        }
    }
    return true;
}
Exemplo n.º 3
0
		void Weapon::Reload(bool manual) {
			SPADES_MARK_FUNCTION();

			if (reloading)
				return;
			if (ammo >= GetClipSize())
				return;
			if (stock == 0)
				return;
			if (IsReloadSlow() && ammo > 0 && shooting)
				return;
			if (manual)
				slowReloadLeftCount = stock - std::max(0, stock - GetClipSize() + ammo);
			reloading = true;
			shooting = false;
			reloadStartTime = time;
			reloadEndTime = time + GetReloadTime();

			if (world->GetListener())
				world->GetListener()->PlayerReloadingWeapon(owner);
		}
Exemplo n.º 4
0
bool CASW_Weapon::ASWReload( int iClipSize1, int iClipSize2, int iActivity )
{
	if ( m_bInReload )	// we're already reloading!
	{
		Msg("ASWReload already reloading\n");
		Assert(false);
		return true;
	}

	CASW_Marine *pMarine = GetMarine();
	if ( !pMarine || !ASWGameRules() )
		return false;

	bool bReload = false;
	if ( m_bIsFiring )
	{
		OnStoppedFiring();
	}

	// If you don't have clips, then don't try to reload them.
	if ( UsesClipsForAmmo1() )
	{
		// need to reload primary clip?
		int primary	= MIN( iClipSize1 - m_iClip1, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) );
		if ( primary != 0 )
		{
			bReload = true;
		}
		else
		{
			// check if we have an ammo bag we can take a clip from instead
			CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>( pMarine->GetASWWeapon( 0 ) );
			if ( !pAmmoBag )
			{
				pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>( pMarine->GetASWWeapon( 1 ) );
			}

			if ( pAmmoBag && pAmmoBag->CanGiveAmmoToWeapon( this ) )
			{
#ifdef CLIENT_DLL
				bReload = true;
#else
				pAmmoBag->GiveClipTo(pMarine, m_iPrimaryAmmoType, true);

				// now we've given a clip, check if we can reload
				primary	= MIN(iClipSize1 - m_iClip1, pMarine->GetAmmoCount(m_iPrimaryAmmoType));
				if ( primary != 0 )
				{
					bReload = true;
				}
#endif
			}
		}
	}

	if ( UsesClipsForAmmo2() )
	{
		// need to reload secondary clip?
		int secondary = MIN( iClipSize2 - m_iClip2, pMarine->GetAmmoCount( m_iSecondaryAmmoType ) );
		if ( secondary != 0 )
		{
			bReload = true;
		}
	}

	if ( !bReload )
		return false;

	m_bFastReloadSuccess = false;
	m_bFastReloadFailure = false;

#ifndef CLIENT_DLL
	if ( GetMaxClip1() > 1 )
	{
		// Fire event when a player reloads a weapon with more than a bullet per clip
		IGameEvent * event = gameeventmanager->CreateEvent( "weapon_reload" );
		if ( event )
		{		
			CASW_Player *pPlayer = NULL;
			pPlayer = pMarine->GetCommander();

			int nClipSize = GetMaxClip1();

			int nClips = pMarine->GetAmmoCount( m_iPrimaryAmmoType ) / nClipSize;
			CASW_Weapon_Ammo_Bag *pAmmoBag = dynamic_cast< CASW_Weapon_Ammo_Bag* >( pMarine->GetASWWeapon( 0 ) );
			if ( !pAmmoBag )
			{
				pAmmoBag = dynamic_cast< CASW_Weapon_Ammo_Bag* >( pMarine->GetASWWeapon( 1 ) );
			}
			if ( pAmmoBag && this != pAmmoBag )
			{
				nClips += pAmmoBag->NumClipsForWeapon( this );					
			}

			event->SetInt( "userid", ( pPlayer ? pPlayer->GetUserID() : 0 ) );
			event->SetInt( "marine", pMarine->entindex() );
			event->SetInt( "lost", m_iClip1 );
			event->SetInt( "clipsize", nClipSize );
			event->SetInt( "clipsremaining", nClips - 1 );
			event->SetInt( "clipsmax", GetAmmoDef()->MaxCarry( m_iPrimaryAmmoType, pMarine ) / nClipSize );

			gameeventmanager->FireEvent( event );
		}
	}
#endif

	m_fReloadClearFiringTime = gpGlobals->curtime + GetFireRate();

	float fReloadTime = GetReloadTime();
	float flSequenceEndTime = gpGlobals->curtime + fReloadTime;
	pMarine->SetNextAttack( flSequenceEndTime );
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
	//Msg("  Setting nextprimary attack time to %f from aswreload\n", m_flNextPrimaryAttack);

	m_bInReload = true;	

	// set fast reload timings
	//  assuming 2.8 base reload time
	//    ~0.29 
	RandomSeed( CBaseEntity::GetPredictionRandomSeed() & 255 );	

	float flStartFraction = random->RandomFloat( 0.29f, 0.35f );

	// set width by difficulty
	float flFastReloadWidth = 0.12f;
	switch( ASWGameRules()->GetSkillLevel() )
	{
		default:
		case 1: 
		case 2: flFastReloadWidth = random->RandomFloat( 0.10f, 0.1f ); break;		// easy/normal
		case 3: flFastReloadWidth = random->RandomFloat( 0.08f, 0.12f ); break;		// hard
		case 4: flFastReloadWidth = random->RandomFloat( 0.06f, 0.10f ); break;		// insane
		case 5: flFastReloadWidth = random->RandomFloat( 0.055f, 0.09f ); break;		// imba
	}
	// scale by marine skills
	flFastReloadWidth *= MarineSkills()->GetSkillBasedValueByMarine( pMarine, ASW_MARINE_SKILL_RELOADING, ASW_MARINE_SUBSKILL_RELOADING_FAST_WIDTH_SCALE );
	
	m_fReloadStart = gpGlobals->curtime;
	m_fFastReloadStart = gpGlobals->curtime + flStartFraction * fReloadTime;
	m_fFastReloadEnd = m_fFastReloadStart + flFastReloadWidth * fReloadTime;

	SendReloadEvents();

#ifdef GAME_DLL
	pMarine->RemoveWeaponPowerup( this );
#endif

	return true;
}