]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Commonize even more code, now that its possible
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index 2a8e4d7f47b0c35e0b9d8a8b2efc8d8ae08fb68a..e51444738e633584b8f9ddb47c73ad9e2bc868f7 100644 (file)
@@ -11,49 +11,20 @@ void W_Hagar_SetAmmoCounter()
                self.clip_load = 0; // also keeps crosshair ammo from displaying
        else
        {
-               self.clip_load = self.hagar_load;
+               self.clip_load = self.weapon_load[WEP_HAGAR];
                self.clip_size = autocvar_g_balance_hagar_reload_ammo; // for the crosshair ammo display
        }
 }
 
-void W_Hagar_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_hagar_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_rockets -= 1;
-       }
-       self.hagar_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_hagar_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
 void W_Hagar_Reload()
 {
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_hagar_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)))
-               return;
+       self.reload_ammo_player = ammo_rockets;
+       self.reload_ammo_min = min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo);
+       self.reload_ammo_amount = autocvar_g_balance_hagar_reload_ammo;
+       self.reload_time = autocvar_g_balance_hagar_reload_time;
+       self.reload_sound = "weapons/reload.wav";
 
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_hagar_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hagar_reload_time, W_Hagar_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
+       W_Reload();
 }
 
 void W_Hagar_Explode (void)
@@ -103,7 +74,7 @@ void W_Hagar_Attack (void)
                if(autocvar_g_balance_hagar_reload_ammo)
                {
                        self.clip_load -= autocvar_g_balance_hagar_primary_ammo;
-                       self.hagar_load = self.clip_load;
+                       self.weapon_load[WEP_HAGAR] = self.clip_load;
                }
                else
                        self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo;
@@ -148,7 +119,7 @@ void W_Hagar_Attack2 (void)
                if(autocvar_g_balance_hagar_reload_ammo)
                {
                        self.clip_load -= autocvar_g_balance_hagar_secondary_ammo;
-                       self.hagar_load = self.clip_load;
+                       self.weapon_load[WEP_HAGAR] = self.clip_load;
                }
                else
                        self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo;
@@ -191,6 +162,7 @@ void spawnfunc_weapon_hagar (void)
 
 float w_hagar(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
                if (random()>0.15)
                        self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE);
@@ -219,17 +191,6 @@ float w_hagar(float req)
                                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_Hagar_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -246,17 +207,15 @@ float w_hagar(float req)
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_hagar_reload_ammo)
-                       return self.hagar_load >= autocvar_g_balance_hagar_primary_ammo;
-               else
-                       return self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
+               ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
-               if(autocvar_g_balance_hagar_reload_ammo)
-                       return self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo;
-               else
-                       return self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+               ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_RELOAD)
        {
@@ -290,13 +249,13 @@ float w_hagar(float req)
                precache_sound("weapons/hagexp3.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s played with tiny rockets";
+               w_deathtypestring = _("%s played with tiny rockets");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
-                       w_deathtypestring = "%s hoped %s's missiles wouldn't bounce";
+                       w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
                else // unchecked: SPLASH, SECONDARY
-                       w_deathtypestring = "%s was pummeled by %s";
+                       w_deathtypestring = _("%s was pummeled by %s");
        }
        return TRUE;
 }