Magazine style reloads: Difference between revisions
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{{lang|Magazine style reloads}} | |||
This will be a short and simple one! | This will be a short and simple one! | ||
Say you want to make each shot and | Say you want to make each shot and reload count? In CS you can reload anytime you feel like. Some bullets will be deducted and that is all. | ||
However, in real life, you will not start to load the half-empty mag, you pull out a new one, and toss the used one. This system can be found in BF2, and some other games. | |||
== Creating a Boolean Variable == | |||
So now to the code; look up the '''basecombatweapon_shared.h''' and search for <code>m_bFiresUnderwater</code> (line 115) to find this code: | |||
<source lang=cpp> | |||
CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used | |||
bool m_bFiresUnderwater; // true if this weapon can fire underwater | |||
</source> | |||
In-between these two lines you create a variable: | |||
<source lang=cpp highlight=2> | |||
CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used | |||
bool m_bMagazineStyleReloads; // true if this weapon reloads by removing magazines (remaining bullets) | |||
bool m_bFiresUnderwater; // true if this weapon can fire underwater | |||
</source> | |||
Now | Now go to '''basecombatweapon_shared.cpp''' and search to <code>m_bFiresUnderwater</code> (lines 2253 and 2300): | ||
<source lang=cpp> | |||
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ), | |||
</source> | |||
Once again you need to define it like so: | |||
<source lang=cpp highlight=1> | |||
DEFINE_FIELD( m_bMagazineStyleReloads, FIELD_BOOLEAN ), | |||
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ), | |||
</source> | |||
Now that you have the variable set up, look into the <code>CBaseCombatWeapon</code> constructor (line 54) where: | |||
<source lang=cpp> | |||
m_bReloadsSingly = false; | |||
</source> | |||
And depending on what you want, you either default magazine style reloads to be on or off: | |||
<source lang=cpp highlight=2> | |||
m_bReloadsSingly = false; | |||
m_bMagazineStyleReloads = false; | |||
</source> | |||
== The Actual Code == | |||
The | |||
Now here's the main part of the code. Look at the <code>FinishReload</code> procedure (line 1986) and you will find: | |||
<source lang=cpp> | |||
if ( UsesClipsForAmmo1() ) | |||
{ | |||
int primary = min( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); | |||
m_iClip1 += primary; | |||
pOwner->RemoveAmmo( primary, m_iPrimaryAmmoType); | |||
} | |||
</source> | |||
Change the last two lines to look like this: | |||
<source lang=cpp highlight=5> | |||
if ( UsesClipsForAmmo1() ) | |||
{ | |||
int primary = min( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount( m_iPrimaryAmmoType ) ); | |||
m_iClip1 += primary; | |||
pOwner->RemoveAmmo( m_bMagazineStyleReloads ? min( pOwner->GetAmmoCount( m_iPrimaryAmmoType,GetMaxClip1() ) : primary, m_iPrimaryAmmoType ); | |||
} | |||
</source> | |||
All that has happened is that if the flag is turned on: you make the clip full again, and remove a whole clip out from the total ammo count. | |||
To display the number of magazines you just have to divide the total amount of ammo by a full clip size and round up. | |||
{{Note|This technique "hacks" a magazine-style reload instead of creating a native implementation, thus the player can still receive individual bullets.}} | |||
== Covering Your Ass == | |||
Ever noticed that the game auto-reloads your gun if you holster it? This is not good, especially the way this code is implemented; to remove this go to '''weapon_hl2mpbasehlmpcombatweapon.cpp''' or '''basehlcombatweapon_shared.cpp''' and find the <code>ItemHolsterFrame</code> procedure. Comment out <code>FinishReload();</code> | |||
== An Example == | |||
Now an example to turn on magazine-style reloads for any weapon: | |||
<source lang=cpp highlight=11> | |||
CWeaponPistol::CWeaponPistol( void ) | |||
{ | |||
m_flSoonestPrimaryAttack = gpGlobals->curtime; | |||
m_flAccuracyPenalty = 0.0f; | |||
m_fMinRange1 = 24; | |||
m_fMaxRange1 = 1500; | |||
m_fMinRange2 = 24; | |||
m_fMaxRange2 = 200; | |||
m_bMagazineStyleReloads = true; // Magazine style reloads | |||
m_bFiresUnderwater = true; | |||
} | |||
</source> | |||
== Extension == | |||
If you want to only lose 1 of your total ammo instead of the real amount, change: | |||
<source lang=cpp> | |||
m_iClip1 = m_bMagazineStyleReloads ? GetMaxClip1() : m_iClip1 + primary; | |||
pOwner->RemoveAmmo( m_bMagazineStyleReloads ? GetMaxClip1() : primary, m_iPrimaryAmmoType); | |||
</source> | |||
to: | |||
<source lang=cpp highlight=2> | |||
m_iClip1 = m_bMagazineStyleReloads ? GetMaxClip1() : m_iClip1 + primary; | |||
pOwner->RemoveAmmo( m_bMagazineStyleReloads ? 1 : primary, m_iPrimaryAmmoType ); | |||
</source> | |||
== The Actual Code (FIX) == | |||
If you use the code above then it will work perfectly except... | |||
If you have a full clip that looks like this (12:6) | |||
And then you shoot to (3:6) | |||
And then you reload it becomes (12:0) | |||
It gives you a full clip back instead of the partially full clip you found. | |||
<source lang=cpp> | |||
if ( UsesClipsForAmmo1() ) | |||
{ | |||
int primary = min( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount( m_iPrimaryAmmoType ) ); | |||
if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) >= GetMaxClip1() ) | |||
{ | |||
m_iClip1 = m_bMagazineStyleReloads ? GetMaxClip1() : m_iClip1 + primary; | |||
pOwner->RemoveAmmo( m_bMagazineStyleReloads ? GetMaxClip1() : primary, m_iPrimaryAmmoType ); | |||
} | |||
else | |||
{ | |||
m_iClip1 = pOwner->GetAmmoCount( m_iPrimaryAmmoType ); | |||
pOwner->RemoveAmmo( GetMaxClip1(), m_iPrimaryAmmoType ); | |||
} | |||
} | |||
</source> | |||
[[Category:Weapons programming]] | |||
[[Category:Programming]] | [[Category:Programming]] | ||
[[Category:Tutorials]] |
Latest revision as of 11:20, 24 May 2022
This will be a short and simple one! Say you want to make each shot and reload count? In CS you can reload anytime you feel like. Some bullets will be deducted and that is all.
However, in real life, you will not start to load the half-empty mag, you pull out a new one, and toss the used one. This system can be found in BF2, and some other games.
Creating a Boolean Variable
So now to the code; look up the basecombatweapon_shared.h and search for m_bFiresUnderwater
(line 115) to find this code:
CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used
bool m_bFiresUnderwater; // true if this weapon can fire underwater
In-between these two lines you create a variable:
CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used
bool m_bMagazineStyleReloads; // true if this weapon reloads by removing magazines (remaining bullets)
bool m_bFiresUnderwater; // true if this weapon can fire underwater
Now go to basecombatweapon_shared.cpp and search to m_bFiresUnderwater
(lines 2253 and 2300):
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ),
Once again you need to define it like so:
DEFINE_FIELD( m_bMagazineStyleReloads, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ),
Now that you have the variable set up, look into the CBaseCombatWeapon
constructor (line 54) where:
m_bReloadsSingly = false;
And depending on what you want, you either default magazine style reloads to be on or off:
m_bReloadsSingly = false;
m_bMagazineStyleReloads = false;
The Actual Code
Now here's the main part of the code. Look at the FinishReload
procedure (line 1986) and you will find:
if ( UsesClipsForAmmo1() )
{
int primary = min( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
m_iClip1 += primary;
pOwner->RemoveAmmo( primary, m_iPrimaryAmmoType);
}
Change the last two lines to look like this:
if ( UsesClipsForAmmo1() )
{
int primary = min( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount( m_iPrimaryAmmoType ) );
m_iClip1 += primary;
pOwner->RemoveAmmo( m_bMagazineStyleReloads ? min( pOwner->GetAmmoCount( m_iPrimaryAmmoType,GetMaxClip1() ) : primary, m_iPrimaryAmmoType );
}
All that has happened is that if the flag is turned on: you make the clip full again, and remove a whole clip out from the total ammo count. To display the number of magazines you just have to divide the total amount of ammo by a full clip size and round up.

Covering Your Ass
Ever noticed that the game auto-reloads your gun if you holster it? This is not good, especially the way this code is implemented; to remove this go to weapon_hl2mpbasehlmpcombatweapon.cpp or basehlcombatweapon_shared.cpp and find the ItemHolsterFrame
procedure. Comment out FinishReload();
An Example
Now an example to turn on magazine-style reloads for any weapon:
CWeaponPistol::CWeaponPistol( void )
{
m_flSoonestPrimaryAttack = gpGlobals->curtime;
m_flAccuracyPenalty = 0.0f;
m_fMinRange1 = 24;
m_fMaxRange1 = 1500;
m_fMinRange2 = 24;
m_fMaxRange2 = 200;
m_bMagazineStyleReloads = true; // Magazine style reloads
m_bFiresUnderwater = true;
}
Extension
If you want to only lose 1 of your total ammo instead of the real amount, change:
m_iClip1 = m_bMagazineStyleReloads ? GetMaxClip1() : m_iClip1 + primary;
pOwner->RemoveAmmo( m_bMagazineStyleReloads ? GetMaxClip1() : primary, m_iPrimaryAmmoType);
to:
m_iClip1 = m_bMagazineStyleReloads ? GetMaxClip1() : m_iClip1 + primary;
pOwner->RemoveAmmo( m_bMagazineStyleReloads ? 1 : primary, m_iPrimaryAmmoType );
The Actual Code (FIX)
If you use the code above then it will work perfectly except... If you have a full clip that looks like this (12:6) And then you shoot to (3:6) And then you reload it becomes (12:0) It gives you a full clip back instead of the partially full clip you found.
if ( UsesClipsForAmmo1() )
{
int primary = min( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount( m_iPrimaryAmmoType ) );
if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) >= GetMaxClip1() )
{
m_iClip1 = m_bMagazineStyleReloads ? GetMaxClip1() : m_iClip1 + primary;
pOwner->RemoveAmmo( m_bMagazineStyleReloads ? GetMaxClip1() : primary, m_iPrimaryAmmoType );
}
else
{
m_iClip1 = pOwner->GetAmmoCount( m_iPrimaryAmmoType );
pOwner->RemoveAmmo( GetMaxClip1(), m_iPrimaryAmmoType );
}
}