]> 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 e901a459ec7b9a5e952971259443d0608b6f603a..ef8dd8d163b85ec8ac4ca02a921f8352deb119c5 100644 (file)
@@ -9,17 +9,6 @@ REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELO
 .entity queuenext;
 .entity queueprev;
 
-void W_Crylink_Reload()
-{
-       self.reload_ammo_player = ammo_cells;
-       self.reload_ammo_min = min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo);
-       self.reload_ammo_amount = autocvar_g_balance_crylink_reload_ammo;
-       self.reload_time = autocvar_g_balance_crylink_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 void W_Crylink_CheckLinks(entity e)
 {
        float i;
@@ -68,7 +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);
@@ -290,7 +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)
@@ -337,17 +329,7 @@ void W_Crylink_Attack (void)
        vector forward, right, up;
        float maxdmg;
 
-       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-       {
-               if(autocvar_g_balance_crylink_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_crylink_primary_ammo;
-                       self.weapon_load[WEP_CRYLINK] = self.clip_load;
-               }
-               else
-                       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;
@@ -450,17 +432,7 @@ void W_Crylink_Attack2 (void)
        local entity proj, prevproj, firstproj;
        float maxdmg;
 
-       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-       {
-               if(autocvar_g_balance_crylink_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_crylink_secondary_ammo;
-                       self.weapon_load[WEP_CRYLINK] = self.clip_load;
-               }
-               else
-                       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;
@@ -559,7 +531,7 @@ float w_crylink(float req)
        else if (req == WR_THINK)
        {
                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
-                       W_Crylink_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (!self.crylink_waitrelease)
@@ -611,6 +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;
@@ -627,11 +600,12 @@ 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");
+               //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)
        {
@@ -655,7 +629,7 @@ float w_crylink(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_Crylink_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;
 };