]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_crylink.qc
Precache the reload sound in one place only, until weapons have individual reload...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_crylink.qc
index 4495b720c54e02eecd3ab2ca62e772aa31771adb..5f5037ceec0af2e3243fb9aecd2f48095bb2b3ba 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink");
+REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink"));
 #else
 #ifdef SVQC
 .float gravity;
@@ -16,6 +16,8 @@ void W_Crylink_CheckLinks(entity e)
 
        if(e == world)
                error("W_Crylink_CheckLinks: entity is world");
+       if(e.classname != "spike")
+               error("W_Crylink_CheckLinks: entity is not a spike");
 
        p = e;
        for(i = 0; i < 1000; ++i)
@@ -32,10 +34,13 @@ void W_Crylink_CheckLinks(entity e)
 
 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
 {
+       W_Crylink_CheckLinks(next);
        if(me == own.crylink_lastgroup)
                own.crylink_lastgroup = ((me == next) ? world : next);
        prev.queuenext = next;
        next.queueprev = prev;
+       if(me != next)
+               W_Crylink_CheckLinks(next);
 }
 
 void W_Crylink_Dequeue(entity e)
@@ -52,7 +57,10 @@ void W_Crylink_LinkExplode (entity e, entity e2)
        if(e == e.realowner.crylink_lastgroup)
                e.realowner.crylink_lastgroup = world;
 
-       RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
+       if(e.projectiledeathtype & HITTYPE_SECONDARY)
+               RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other);
+       else
+               RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
 
        if(e.queuenext != e2)
                W_Crylink_LinkExplode(e.queuenext, e2);
@@ -151,6 +159,8 @@ vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
                //      p->velocity -> HUEG away from center
        }
 
+       W_Crylink_CheckLinks(e);
+
        return targ_origin;
 }
 
@@ -272,7 +282,7 @@ void W_Crylink_Touch2 (void)
        }
 
        float a;
-       a = 1 - (time - self.fade_time) * self.fade_rate;
+       a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
 
        finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
        if(finalhit)
@@ -319,8 +329,7 @@ void W_Crylink_Attack (void)
        vector forward, right, up;
        float maxdmg;
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_primary_ammo;
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
 
        maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
        maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
@@ -397,6 +406,7 @@ void W_Crylink_Attack (void)
                        proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
                        proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
                }
+               proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
                proj.cnt = autocvar_g_balance_crylink_primary_bounces;
                //proj.scale = 1 + 1 * proj.cnt;
 
@@ -413,6 +423,7 @@ void W_Crylink_Attack (void)
                counter = counter + 1;
        }
        self.crylink_lastgroup = proj;
+       W_Crylink_CheckLinks(proj);
 }
 
 void W_Crylink_Attack2 (void)
@@ -421,8 +432,7 @@ void W_Crylink_Attack2 (void)
        local entity proj, prevproj, firstproj;
        float maxdmg;
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_secondary_ammo;
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
 
        maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
        maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
@@ -484,6 +494,7 @@ void W_Crylink_Attack2 (void)
                        proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
                        proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
                }
+               proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
                proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
                //proj.scale = 1 + 1 * proj.cnt;
 
@@ -509,6 +520,7 @@ void spawnfunc_weapon_crylink (void)
 
 float w_crylink(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
        {
                if (random() < 0.10)
@@ -518,7 +530,9 @@ float w_crylink(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
+                       weapon_action(self.weapon, WR_RELOAD);
+               else if (self.BUTTON_ATCK)
                {
                        if (!self.crylink_waitrelease)
                        if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
@@ -542,7 +556,7 @@ float w_crylink(float req)
                }
                else
                {
-                       if (self.crylink_waitrelease)
+                       if (self.crylink_waitrelease && (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time))
                        {
                                // fired and released now!
                                if(self.crylink_lastgroup)
@@ -550,7 +564,6 @@ float w_crylink(float req)
                                        vector pos;
                                        entity linkjoineffect;
 
-
                                        if(self.crylink_waitrelease == 1)
                                        {
                                                pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime);
@@ -567,8 +580,6 @@ float w_crylink(float req)
                                        linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
                                        linkjoineffect.owner = self;
                                        setorigin(linkjoineffect, pos);
-
-
                                }
                                self.crylink_waitrelease = 0;
                                if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
@@ -588,22 +599,36 @@ float w_crylink(float req)
                precache_sound ("weapons/crylink_fire.wav");
                precache_sound ("weapons/crylink_fire2.wav");
                precache_sound ("weapons/crylink_linkjoin.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_CRYLINK);
+               self.current_ammo = ammo_cells;
+       }
        else if (req == WR_CHECKAMMO1)
        {
                // don't "run out of ammo" and switch weapons while waiting for release
                if(self.crylink_lastgroup && self.crylink_waitrelease)
                        return TRUE;
-               return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
+
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                // don't "run out of ammo" and switch weapons while waiting for release
                if(self.crylink_lastgroup && self.crylink_waitrelease)
                        return TRUE;
-               return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
+
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo;
+               return ammo_amount;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -635,16 +660,16 @@ float w_crylink(float req)
        }
        else if (req == WR_SUICIDEMESSAGE)
        {
-               w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
+               w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_BOUNCE)
-                       w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
+                       w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
                else if(w_deathtype & HITTYPE_SPLASH)
-                       w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
+                       w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
                else
-                       w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
+                       w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY
        }
        return TRUE;
 }