]> 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 aa5029c0a6ca623e7154672d045e3179702a841b..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;
@@ -57,7 +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);
@@ -279,7 +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)
@@ -326,8 +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;
@@ -430,8 +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;
@@ -519,6 +520,7 @@ void spawnfunc_weapon_crylink (void)
 
 float w_crylink(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
        {
                if (random() < 0.10)
@@ -528,7 +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))
@@ -595,22 +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;
 };