]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_electro.qc
Merge remote-tracking branch 'origin/samual/no_dead_airshots'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
index bbcdc06df39d9fd16e4f47f53ed6b803e18eb1ea..711c44c8bf363a39bd8672e5c9908c6b2993f9db 100644 (file)
@@ -1,64 +1,10 @@
 #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_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", _("Electro"));
 #else
 #ifdef SVQC
 .float electro_count;
 .float electro_secondarytime;
 
-.float electro_load;
-
-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)
@@ -164,24 +110,7 @@ void W_Electro_Attack()
 {
        local entity proj;
 
-       // if there's not enough ammo for this attack (but we still have the weapon), reload
-       if(autocvar_g_balance_electro_reload_ammo && self.clip_load < autocvar_g_balance_electro_primary_ammo)
-       {
-               W_Electro_Reload();
-               return;
-       }
-
-       // 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_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_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);
 
@@ -218,24 +147,7 @@ void W_Electro_Attack2()
 {
        local entity proj;
 
-       // if there's not enough ammo for this attack (but we still have the weapon), reload
-       if(autocvar_g_balance_electro_reload_ammo && self.clip_load < autocvar_g_balance_electro_secondary_ammo)
-       {
-               W_Electro_Reload();
-               return;
-       }
-
-       // 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_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_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);
 
@@ -324,48 +236,52 @@ float lgbeam_checkammo()
 
 void lgbeam_think()
 {
-       self.owner.prevlgfire = time;
-       if (self != self.owner.lgbeam)
+       entity owner_player;
+       owner_player = self.owner;
+
+       owner_player.prevlgfire = time;
+       if (self != owner_player.lgbeam)
        {
                remove(self);
                return;
        }
 
-       if (self.owner.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
+       if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
        {
-               if(self == self.owner.lgbeam)
-                       self.owner.lgbeam = world;
+               if(self == owner_player.lgbeam)
+                       owner_player.lgbeam = world;
                remove(self);
                return;
        }
 
        self.nextthink = time;
 
-       makevectors(self.owner.v_angle);
+       makevectors(owner_player.v_angle);
 
        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 not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
        {
                if(autocvar_g_balance_electro_primary_ammo)
                {
                        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;
+                               dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
+                               owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
+                               owner_player.weapon_load[WEP_ELECTRO] = owner_player.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);
+                               dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+                               owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
                        }
                }
        }
 
-       W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
-       WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+       W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
+       WarpZone_traceline_antilag(owner_player, w_shotorg, w_shotend, MOVE_NORMAL, owner_player, ANTILAG_LATENCY(owner_player));
 
        // apply the damage
        if(trace_ent)
@@ -375,11 +291,11 @@ void lgbeam_think()
 
                f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
 
-               if(accuracy_isgooddamage(self.owner, trace_ent))
-                       accuracy_add(self.owner, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
-               Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
+               if(accuracy_isgooddamage(owner_player, trace_ent))
+                       accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
+               Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
        }
-       W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, self.owner);
+       W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
 
        // draw effect
        if(w_shotorg != self.hook_start)
@@ -453,6 +369,7 @@ void w_electro_checkattack()
 .float BUTTON_ATCK_prev;
 float w_electro(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK=FALSE;
@@ -485,9 +402,25 @@ float w_electro(float req)
        }
        else if (req == WR_THINK)
        {
-               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_reload_ammo) // forced reload
+               {
+                       if(autocvar_g_balance_electro_lightning)
+                       {
+                               if(self.clip_load > 0)
+                                       ammo_amount = 1;
+                       }
+                       else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
+                               ammo_amount = 1;
+                       if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
+                               ammo_amount += 1;
+
+                       if(!ammo_amount)
+                       {
+                               weapon_action(self.weapon, WR_RELOAD);
+                               return FALSE;
+                       }
+               }
+               if (self.BUTTON_ATCK)
                {
                        if(autocvar_g_balance_electro_lightning)
                                if(self.BUTTON_ATCK_prev)
@@ -541,18 +474,6 @@ float w_electro(float req)
                                }
                        }
                }
-
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_Electro_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -564,6 +485,7 @@ 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"); // until weapons have individual reload sounds, precache the reload sound somewhere else
                if(autocvar_g_balance_electro_lightning)
                {
                        precache_sound ("weapons/lgbeam_fire.wav");
@@ -572,31 +494,30 @@ float w_electro(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_ELECTRO);
-               W_Electro_SetAmmoCounter();
+               self.current_ammo = ammo_cells;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_electro_reload_ammo)
+               if(autocvar_g_balance_electro_lightning)
                {
-                       if(autocvar_g_balance_electro_lightning)
-                               return !autocvar_g_balance_electro_primary_ammo || (self.electro_load > 0);
+                       if(!autocvar_g_balance_electro_primary_ammo)
+                               ammo_amount = 1;
                        else
-                               return self.electro_load >= autocvar_g_balance_electro_primary_ammo;
+                               ammo_amount = self.ammo_cells > 0;
+                       ammo_amount += self.weapon_load[WEP_ELECTRO] > 0;
                }
                else
                {
-                       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;
+                       ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+                       ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_primary_ammo;
                }
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
-               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;
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_secondary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_RESETPLAYER)
        {
@@ -604,7 +525,7 @@ float w_electro(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_Shotgun_Reload();
+               W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), autocvar_g_balance_electro_reload_ammo, autocvar_g_balance_electro_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -647,27 +568,27 @@ float w_electro(float req)
        else if (req == WR_SUICIDEMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s could not remember where they put plasma";
+                       w_deathtypestring = _("%s could not remember where they put plasma");
                else
-                       w_deathtypestring = "%s played with plasma";
+                       w_deathtypestring = _("%s played with plasma");
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
                {
                        if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
-                               w_deathtypestring = "%s just noticed %s's blue ball";
+                               w_deathtypestring = _("%s just noticed %s's blue ball");
                        else // unchecked: BOUNCE
-                               w_deathtypestring = "%s got in touch with %s's blue ball";
+                               w_deathtypestring = _("%s got in touch with %s's blue ball");
                }
                else
                {
                        if(w_deathtype & HITTYPE_BOUNCE) // combo
-                               w_deathtypestring = "%s felt the electrifying air of %s's combo";
+                               w_deathtypestring = _("%s felt the electrifying air of %s's combo");
                        else if(w_deathtype & HITTYPE_SPLASH)
-                               w_deathtypestring = "%s got too close to %s's blue beam";
+                               w_deathtypestring = _("%s got too close to %s's blue beam");
                        else
-                               w_deathtypestring = "%s was blasted by %s's blue beam";
+                               w_deathtypestring = _("%s was blasted by %s's blue beam");
                }
        }
        return TRUE;