Change how reloads are timed.
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d27bbc0eef
commit
c4b200dfd6
2 changed files with 11 additions and 6 deletions
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@ -386,7 +386,7 @@ Class Wallbuster : SWWMWeapon
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int whichspin;
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transient CVar cbtmuffler, timeme;
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bool timing;
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int reloadtime[2];
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int reloadtime[2], rnum;
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transient bool cancelreload;
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double srecoil;
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@ -1044,6 +1044,7 @@ Class Wallbuster : SWWMWeapon
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}
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action void A_StartReloadTiming()
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{
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invoker.rnum = invoker.reloadqueue.Size();
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invoker.timing = true;
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invoker.reloadtime[0] = level.time;
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}
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@ -1053,7 +1054,7 @@ Class Wallbuster : SWWMWeapon
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invoker.reloadtime[1] = level.time;
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if ( !invoker.timeme ) invoker.timeme = CVar.GetCVar('swwm_cbttime',players[consoleplayer]);
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if ( (player == players[consoleplayer]) && invoker.timeme.GetBool() )
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Console.Printf("Total reload time: %gs",(invoker.reloadtime[1]-invoker.reloadtime[0])/35.);
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Console.Printf("Reloaded %d barrels in %gs",invoker.rnum,(invoker.reloadtime[1]-invoker.reloadtime[0])/35.);
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}
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Default
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@ -1156,7 +1157,11 @@ Class Wallbuster : SWWMWeapon
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XZW2 A 0;
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Goto Ready;
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Reload:
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XZW2 A 2 A_StartSound("wallbuster/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
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XZW2 A 2
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{
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A_StartSound("wallbuster/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
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A_StartReloadTiming();
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}
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XZW4 DEFGHIJK 2;
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XZW4 L 1 A_StartSound("wallbuster/unlock",CHAN_WEAPON,CHANF_OVERLAP);
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XZW4 MNOPQ 1;
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@ -1167,7 +1172,6 @@ Class Wallbuster : SWWMWeapon
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Detach:
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XZW4 W 0
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{
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A_StartReloadTiming();
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invoker.cancelreload = false;
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A_Overlay(-9999,"CheckCancelReload");
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}
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@ -1255,12 +1259,13 @@ Class Wallbuster : SWWMWeapon
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XZWE GHIJKLMNOPQRST 1;
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Stop;
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EndReload:
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XZW4 W 2 A_StopReloadTiming();
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XZW4 W 2 ;
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XZW8 OPQRS 2;
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XZW8 T 1 A_StartSound("wallbuster/lock",CHAN_WEAPON,CHANF_OVERLAP);
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XZW8 UVWXY 1;
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XZW8 Z 2 A_StartSound("wallbuster/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
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XZW9 ABCDEF 2;
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XZW2 A 0 A_StopReloadTiming();
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Goto Ready;
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User1:
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XZW2 A 2
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