]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_fireball.qc
Testcase for netlinked bug
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_fireball.qc
index dfb3605b00c174aac0072475b976c97cab0f6529..4408ccf88f202ec907dc5252f9bb4545a8a5fa35 100644 (file)
@@ -1,67 +1,11 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
+REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
 #else
 #ifdef SVQC
 .float bot_primary_fireballmooth; // whatever a mooth is
 .vector fireball_impactvec;
 .float fireball_primarytime;
 
-void W_Fireball_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_fireball_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.fireball_load;
-               self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_Fireball_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_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_fuel -= 1;
-
-               // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
-               if(self.ammo_fuel < 1)
-                       self.ammo_fuel = 0;
-       }
-       self.fireball_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_Fireball_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_fireball_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_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_fireball_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
 void W_Fireball_Explode (void)
 {
        entity e;
@@ -250,17 +194,7 @@ void W_Fireball_Attack1_Frame1()
 
 void W_Fireball_Attack1_Frame0()
 {
-       // 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_fireball_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_fireball_primary_ammo;
-                       self.fireball_load = self.clip_load;
-               }
-               else
-                       self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo;
-       }
+       W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo);
 
        W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
        sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
@@ -311,17 +245,7 @@ void W_Fireball_Attack2()
        vector f_diff;
        float c;
 
-       // 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_fireball_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_fireball_secondary_ammo;
-                       self.fireball_load = self.clip_load;
-               }
-               else
-                       self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo;
-       }
+       W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_secondary_ammo, autocvar_g_balance_fireball_reload_ammo);
 
        c = mod(self.bulletcounter, 4);
        switch(c)
@@ -378,6 +302,7 @@ void spawnfunc_weapon_fireball (void)
 
 float w_fireball(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK = FALSE;
@@ -402,7 +327,7 @@ float w_fireball(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload
-                       W_Fireball_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (time >= self.fireball_primarytime)
@@ -430,26 +355,24 @@ float w_fireball(float req)
                precache_sound ("weapons/fireball_fire.wav");
                precache_sound ("weapons/fireball_fire2.wav");
                precache_sound ("weapons/fireball_prefire2.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_FIREBALL);
-               W_Fireball_SetAmmoCounter();
+               self.current_ammo = ammo_fuel;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_fireball_reload_ammo)
-                       return self.fireball_load >= autocvar_g_balance_fireball_primary_ammo;
-               else
-                       return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+               ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_primary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
-               if(autocvar_g_balance_fireball_reload_ammo)
-                       return self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo;
-               else
-                       return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+               ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_secondary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_RESETPLAYER)
        {
@@ -457,16 +380,11 @@ float w_fireball(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_Fireball_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_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo);
-               return self.fireball_load >= ammo_amount || self.ammo_fuel >= ammo_amount;
+               // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
+               if(self.ammo_fuel < 1)
+                       self.ammo_fuel = 0;
+
+               W_Reload(min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -496,32 +414,32 @@ float w_fireball(float req)
        else if (req == WR_SUICIDEMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s forgot about some firemine";
+                       w_deathtypestring = _("%s forgot about some firemine");
                else
-                       w_deathtypestring = "%s should have used a smaller gun";
+                       w_deathtypestring = _("%s should have used a smaller gun");
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
                {
                        if(w_deathtype & HITTYPE_HEADSHOT)
-                               w_deathtypestring = "%s tried to catch %s's firemine";
+                               w_deathtypestring = _("%s tried to catch %s's firemine");
                        else
-                               w_deathtypestring = "%s fatefully ignored %s's firemine";
+                               w_deathtypestring = _("%s fatefully ignored %s's firemine");
                }
                else
                {
                        if(w_deathtype & HITTYPE_BOUNCE)
                        {
                                if(w_deathtype & HITTYPE_SPLASH) // BFG effect
-                                       w_deathtypestring = "%s could not hide from %s's fireball";
+                                       w_deathtypestring = _("%s could not hide from %s's fireball");
                                else // laser
-                                       w_deathtypestring = "%s saw the pretty lights of %s's fireball";
+                                       w_deathtypestring = _("%s saw the pretty lights of %s's fireball");
                        }
                        else if(w_deathtype & HITTYPE_SPLASH)
-                               w_deathtypestring = "%s got too close to %s's fireball";
+                               w_deathtypestring = _("%s got too close to %s's fireball");
                        else
-                               w_deathtypestring = "%s tasted %s's fireball";
+                               w_deathtypestring = _("%s tasted %s's fireball");
                }
        }
        return TRUE;