]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_electro.qc
Use only WR_SWITCHABLE to check if we can select our weapon. The ammo checks still...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
index a25d266312fa8c28e870201926234ccdc1339b8e..247437bc06853735ca1f14bef431d984420e0d95 100644 (file)
@@ -1,10 +1,62 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
+REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", _("Electro"));
 #else
 #ifdef SVQC
 .float electro_count;
 .float electro_secondarytime;
 
+void W_Electro_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_electro_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.electro_load;
+               self.clip_size = autocvar_g_balance_electro_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Electro_ReloadedAndReady()
+{
+       float t;
+
+       // now do the ammo transfer
+       self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+       while(self.clip_load < autocvar_g_balance_electro_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_cells -= 1;
+       }
+       self.electro_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_electro_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Electro_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_electro_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo)))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_electro_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_electro_reload_time, W_Electro_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_Plasma_Explode_Combo (void);
 
 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
@@ -110,6 +162,18 @@ void W_Electro_Attack()
 {
        local entity proj;
 
+       // 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_electro_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_electro_primary_ammo;
+                       self.electro_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_electro_primary_ammo;
+       }
+
        W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
 
        pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -126,8 +190,6 @@ void W_Electro_Attack()
        proj.projectiledeathtype = WEP_ELECTRO;
        setorigin(proj, w_shotorg);
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_primary_ammo;
        proj.movetype = MOVETYPE_FLY;
        W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
        proj.angles = vectoangles(proj.velocity);
@@ -147,6 +209,18 @@ void W_Electro_Attack2()
 {
        local entity proj;
 
+       // 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_electro_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_electro_secondary_ammo;
+                       self.electro_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_electro_secondary_ammo;
+       }
+
        W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage);
 
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -165,8 +239,6 @@ void W_Electro_Attack2()
        proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
        setorigin(proj, w_shotorg);
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_secondary_ammo;
        //proj.glow_size = 50;
        //proj.glow_color = 45;
        proj.movetype = MOVETYPE_BOUNCE;
@@ -193,7 +265,7 @@ void W_Electro_Attack2()
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
 
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
-       }
+}
 
 .vector hook_start, hook_end;
 float lgbeam_send(entity to, float sf)
@@ -224,6 +296,16 @@ float lgbeam_send(entity to, float sf)
 }
 .entity lgbeam;
 .float prevlgfire;
+float lgbeam_checkammo()
+{
+       if(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+               return TRUE;
+       else if(autocvar_g_balance_electro_reload_ammo)
+               return self.owner.clip_load > 0;
+       else
+               return self.owner.ammo_cells > 0;
+}
+
 void lgbeam_think()
 {
        self.owner.prevlgfire = time;
@@ -232,7 +314,8 @@ void lgbeam_think()
                remove(self);
                return;
        }
-       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || (g_freezetag && self.owner.freezetag_frozen))
+
+       if (self.owner.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
        {
                if(self == self.owner.lgbeam)
                        self.owner.lgbeam = world;
@@ -246,12 +329,22 @@ void lgbeam_think()
 
        float dt, f;
        dt = frametime;
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
        {
                if(autocvar_g_balance_electro_primary_ammo)
                {
-                       dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
-                       self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+                       if(autocvar_g_balance_electro_reload_ammo)
+                       {
+                               dt = min(dt, self.owner.clip_load / autocvar_g_balance_electro_primary_ammo);
+                               self.owner.clip_load = max(0, self.owner.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
+                               self.owner.electro_load = self.owner.clip_load;
+                       }
+                       else
+                       {
+                               dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+                               self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+                       }
                }
        }
 
@@ -376,8 +469,19 @@ float w_electro(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_electro_reload_ammo && self.clip_load < min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo)) // forced reload
+                       W_Electro_Reload();
+               else if (self.BUTTON_ATCK)
                {
+                       if(autocvar_g_balance_electro_lightning)
+                               if(self.BUTTON_ATCK_prev)
+                               {
+                                       // prolong the animtime while the gun is being fired
+                                       if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+                                               weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready);
+                                       else
+                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+                               }
                        if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
                        {
                                if(autocvar_g_balance_electro_lightning)
@@ -386,33 +490,40 @@ float w_electro(float req)
                                        {
                                                W_Electro_Attack3();
                                        }
-                                       self.BUTTON_ATCK_prev = 1;
+                                       if(!self.BUTTON_ATCK_prev)
+                                       {
+                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+                                               self.BUTTON_ATCK_prev = 1;
+                                       }
                                }
                                else
                                {
                                        W_Electro_Attack();
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
                                }
-                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
                        }
                } else {
                        if(autocvar_g_balance_electro_lightning)
                        {
                                if (self.BUTTON_ATCK_prev != 0)
                                {
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
                                        ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
                                }
                                self.BUTTON_ATCK_prev = 0;
                        }
-               }
 
-               if (self.BUTTON_ATCK2)
-               if (time >= self.electro_secondarytime)
-               if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
-               {
-                       W_Electro_Attack2();
-                       self.electro_count = autocvar_g_balance_electro_secondary_count;
-                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
-                       self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2;
+                       if (self.BUTTON_ATCK2)
+                       {
+                               if (time >= self.electro_secondarytime)
+                               if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
+                               {
+                                       W_Electro_Attack2();
+                                       self.electro_count = autocvar_g_balance_electro_secondary_count;
+                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+                                       self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
+                               }
+                       }
                }
        }
        else if (req == WR_PRECACHE)
@@ -425,26 +536,58 @@ float w_electro(float req)
                precache_sound ("weapons/electro_fire2.wav");
                precache_sound ("weapons/electro_impact.wav");
                precache_sound ("weapons/electro_impact_combo.wav");
+               precache_sound ("weapons/reload.wav");
                if(autocvar_g_balance_electro_lightning)
                {
                        precache_sound ("weapons/lgbeam_fire.wav");
                }
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_ELECTRO);
+               W_Electro_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_electro_lightning)
-                       return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
+               if(autocvar_g_balance_electro_reload_ammo)
+               {
+                       if(autocvar_g_balance_electro_lightning)
+                               return !autocvar_g_balance_electro_primary_ammo || (self.electro_load > 0);
+                       else
+                               return self.electro_load >= autocvar_g_balance_electro_primary_ammo;
+               }
                else
-                       return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+               {
+                       if(autocvar_g_balance_electro_lightning)
+                               return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
+                       else
+                               return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+               }
        }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+       {
+               if(autocvar_g_balance_electro_reload_ammo)
+                       return self.electro_load >= autocvar_g_balance_electro_secondary_ammo;
+               else
+                       return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+       }
        else if (req == WR_RESETPLAYER)
        {
                self.electro_secondarytime = time;
        }
+       else if (req == WR_RELOAD)
+       {
+               W_Shotgun_Reload();
+       }
+       else if (req == WR_SWITCHABLE)
+       {
+               // checks if this weapon can be switched to, when reloading is enabled
+               // returns true if there's either enough load in the weapon to use it,
+               // or we have enough ammo to reload the weapon to a usable point
+               float ammo_amount;
+               ammo_amount = min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo);
+               return (autocvar_g_balance_electro_reload_ammo && self.electro_load >= ammo_amount) || self.ammo_cells >= ammo_amount;
+       }
        return TRUE;
 };
 #endif