]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_crylink.qc
Merge remote-tracking branch 'remotes/origin/terencehill/newpanelhud' into terencehil...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_crylink.qc
index 93a110dad8d2e44273c06ef6318e74021e528167..ef8dd8d163b85ec8ac4ca02a921f8352deb119c5 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;
@@ -329,8 +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;
@@ -433,8 +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;
@@ -522,6 +520,7 @@ void spawnfunc_weapon_crylink (void)
 
 float w_crylink(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
        {
                if (random() < 0.10)
@@ -531,7 +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))
@@ -582,6 +583,7 @@ float w_crylink(float req)
                                }
                                self.crylink_waitrelease = 0;
                                if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
+                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                                {
                                        // ran out of ammo!
                                        self.cnt = WEP_CRYLINK;
@@ -598,22 +600,36 @@ 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;
 };