More reloading tweaks
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@ -1,11 +1,11 @@
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-- Reload logic
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SWEP.GEN_MagOut = 0
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SWEP.GEN_MagIn = 0.8
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SWEP.GEN_MagOut = 0.2
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SWEP.GEN_MagIn = 1.10
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SWEP.GEN_MagIn_BonusStart = 0.5
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SWEP.GEN_MagIn_BonusEnd = 0.55
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SWEP.GEN_MagIn_BonusStart = 0.60
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SWEP.GEN_MagIn_BonusEnd = 0.60+0.1
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function SWEP:Reload( hand )
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if hand == nil then return end -- Needs to be called from the custom ones
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@ -22,25 +22,34 @@ function SWEP:Reload( hand )
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end
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local rt = self:D_GetReloading( hand )
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if rt > 0 then
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if (rt+self.GEN_MagIn_BonusStart) <= RealTime() and RealTime() <= (rt+self.GEN_MagIn_BonusEnd) then
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self:D_SetReloading( hand, 0 )
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return true
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local rtt = self:D_GetReloadType( hand )
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-- TODO: Unshitify this.
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if rtt == 1 then
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if (rt+self.GEN_MagIn_BonusStart) <= RealTime() and RealTime() <= (rt+self.GEN_MagIn_BonusEnd) then
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self:D_SetReloading( hand, 0 )
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return true
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else
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B_Sound( self, "Common.ReloadFail" )
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self:D_SetReloading( hand, RealTime() )
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return false
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end
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else
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B_Sound( self, "Common.ReloadFail" )
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self:D_SetReloading( hand, RealTime() )
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return false
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end
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end
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local curmag = self:D_GetMagID( hand )
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if curmag != "" then
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-- self:D_SetReloading( hand, wep_class.Reload_MagOut or self.GEN_MagOut )
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-- self:D_SetReloadType( hand, 2 )
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self:D_SetReloading( hand, RealTime() )
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self:D_SetReloadType( hand, 2 )
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B_Sound( self, wep_class.Sound_MagOut )
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self:Reload_MagOut( hand, self:D_GetMagID( hand ), inv )
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else
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elseif self:GetBestLoadableMagazine( wep_table.Class, inv ) then
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self:D_SetReloading( hand, RealTime() )
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self:D_SetReloadType( hand, 1 )
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B_Sound( self, "Common.Unload" )
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B_Sound( self, wep_class.Sound_MagIn )
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else
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B_Sound( self, "Common.NoAmmo" )
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end
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self:TPReload( hand )
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end
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@ -65,40 +74,63 @@ function SWEP:Reload_MagOut( hand, curmag, optinv, optwep_table, optwep_class )
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self:D_SetMagID( hand, "" )
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self:D_SetClip( hand, 0 )
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B_Sound( self, wep_class.Sound_MagOut )
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--B_Sound( self, wep_class.Sound_MagOut )
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wep_table.Loaded = ""
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end
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function SWEP:GetLoadableMagazines( class, optinv )
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local p = self:GetOwner()
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local inv = optinv or p:INV_Get()
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local wep_table = optwep_table or self:BTable( hand )
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local maglist = p:INV_FindMag( wep_table.Class )
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local usedlist = {}
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for _id, mrow in pairs( inv ) do
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if mrow.Loaded and mrow.Loaded != "" then
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usedlist[mrow.Loaded] = true
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end
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end
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return maglist
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end
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function SWEP:GetBestLoadableMagazine( class, optinv )
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local p = self:GetOwner()
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local inv = optinv or p:INV_Get()
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local wep_table = optwep_table or self:BTable( hand )
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local maglist = p:INV_FindMag( wep_table.Class )
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local mag = false
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local usedlist = {}
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for _id, mrow in pairs( inv ) do
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if mrow.Loaded and mrow.Loaded != "" then
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usedlist[mrow.Loaded] = true
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end
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end
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for num, mid in ipairs( maglist ) do
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if usedlist[mid] then
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else
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mag = mid
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break
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end
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end
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return mag
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end
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function SWEP:Reload_MagIn( hand, curmag, optinv, optwep_table, optwep_class )
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local p = self:GetOwner()
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local inv = optinv or p:INV_Get()
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local wep_table = optwep_table or self:BTable( hand )
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local wep_class = optwep_class or self:BClass( hand )
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local maglist = p:INV_FindMag( wep_table.Class )
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local mag
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local usedlist = {}
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for _id, mrow in pairs( inv ) do
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if mrow.Loaded and mrow.Loaded != "" then
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usedlist[mrow.Loaded] = true
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-- print( mrow.Loaded .. " Added to Mrowlist" )
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end
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end
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for num, mid in ipairs( maglist ) do
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if usedlist[mid] then
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-- print( "oh No we can't use " .. mid )
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else
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mag = mid
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break
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end
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end
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local mag = self:GetBestLoadableMagazine( wep_table.Class )
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if mag then
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self:D_SetMagID( hand, mag )
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self:D_SetClip( hand, inv[mag].Ammo )
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wep_table.Loaded = mag
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B_Sound( self, wep_class.Sound_MagIn )
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B_Sound( self, wep_class.Sound_MagCock )
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else
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B_Sound( self, "Common.NoAmmo" )
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end
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@ -212,15 +212,14 @@ function SWEP:Think()
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do -- Reload logic
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if self:D_GetReloading( hand ) != -1 then
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--self:D_SetReloading( hand, math.Approach( self:D_GetReloading( hand ), 0, FrameTime() ) )
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if RealTime() >= self:D_GetReloading( hand ) + (self:BClass( hand ).Reload_MagIn or self.GEN_MagIn) then
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local rlt = self:D_GetReloadType( hand )
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local rlt = self:D_GetReloadType( hand )
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-- TODO: Unshitify this.
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if RealTime() >= self:D_GetReloading( hand ) + (rlt == 1 and self.GEN_MagIn or rlt == 2 and self.GEN_MagOut) then
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if rlt == 1 then
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if SERVER or (CLIENT and IsFirstTimePredicted() ) then
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self:Reload_MagIn( hand, self:D_GetMagID( hand ), inv )
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end
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elseif rlt == 2 then
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--self:Reload_MagOut( hand, self:D_GetMagID( hand ), inv )
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end
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self:D_SetReloading( hand, -1 )
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self:D_SetReloadType( hand, 0 )
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@ -906,10 +906,11 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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if hand then boost = -boost end
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local wr = wep:D_GetReloading( hand )
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local wrt = wep:D_GetReloadType( hand )
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if wr > 0 then
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local b1 = math.TimeFraction( wr, wr + (wep.GEN_MagIn), wr + (wep.GEN_MagIn_BonusStart) )
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local b2 = math.TimeFraction( wr, wr + (wep.GEN_MagIn), wr + (wep.GEN_MagIn_BonusEnd) )
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wr = math.TimeFraction( wr, wr + (wep:BClass( hand ).Reload_MagIn or wep.GEN_MagIn), RealTime() )
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wr = math.TimeFraction( wr, wr + (wrt==1 and (wep:BClass( hand ).Reload_MagIn or wep.GEN_MagIn) or wrt==2 and wep.GEN_MagOut), RealTime() )
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local r_x, r_y = sw/2 - r_w/2 + boost, sh/2 - r_h/2
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surface.SetDrawColor( schema("bg") )
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@ -918,17 +919,26 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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surface.SetDrawColor( schema("fg") )
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surface.DrawOutlinedRect( r_x - bump2, r_y - bump2, r_w + bump2*2, r_h + bump2*2, ss(0.5) )
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local gump = math.Round( r_h*(1-wr) )
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surface.SetDrawColor( schema("fg") )
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surface.DrawRect( r_x, r_y+gump, r_w, r_h-gump )
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if wrt == 1 then
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local gump = math.Round( r_h*(1-wr) )
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surface.SetDrawColor( schema("fg") )
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surface.DrawRect( r_x, r_y+gump, r_w, r_h-gump )
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else
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local gump = math.Round( r_h*(wr) )
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surface.SetDrawColor( schema("fg") )
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surface.DrawRect( r_x, r_y+gump, r_w, r_h-gump )
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end
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local gump1 = math.Round( r_h*(1-b1) )
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local gump2 = math.Round( r_h*(1-b2) )
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surface.SetDrawColor( 255, 100, 100, 100 )
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surface.DrawRect( r_x, r_y+gump2, r_w, gump1-gump2 )
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surface.SetDrawColor( 255, 100, 100 )
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surface.DrawRect( r_x, r_y+gump1, r_w, ss(1) )
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surface.DrawRect( r_x, r_y+gump2, r_w, ss(1) )
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-- TODO: Unshitify this.
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if wrt == 1 then
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local gump1 = math.Round( r_h*(1-b1) )
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local gump2 = math.Round( r_h*(1-b2) )
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surface.SetDrawColor( 255, 100, 100, 100 )
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surface.DrawRect( r_x, r_y+gump2, r_w, gump1-gump2 )
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surface.SetDrawColor( 255, 100, 100 )
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surface.DrawRect( r_x, r_y+gump1, r_w, ss(1) )
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surface.DrawRect( r_x, r_y+gump2, r_w, ss(1) )
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end
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end
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end
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end
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@ -149,6 +149,7 @@ do -- Sound definitions
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AddSound( "M16A2.MagIn", "benny/weapons/m16a2/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.MagOut", "benny/weapons/fnc/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.MagIn", "benny/weapons/fnc/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.MagCock", "benny/weapons/fnc/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "AA12.MagOut", "benny/weapons/aa12/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "AA12.MagIn", "benny/weapons/aa12/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "SPAS12.MagOut", {
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@ -944,8 +945,9 @@ do -- Rifles
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "FNC.MagOut",
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Sound_MagIn = "FNC.MagIn",
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Sound_MagCock = "FNC.MagCock",
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Delay = (60/600),
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Delay = (60/700),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 30,
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Damage = 30,
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@ -979,6 +981,7 @@ do -- Rifles
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "FNC.MagOut",
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Sound_MagIn = "FNC.MagIn",
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Sound_MagCock = "FNC.MagCock",
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Delay = (60/800),
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Firemodes = FIREMODE_AUTOSEMI,
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