]> 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 472a1e0d5154c8870c141d4466804be75ccc47d5..e51444738e633584b8f9ddb47c73ad9e2bc868f7 100644 (file)
@@ -1,8 +1,32 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", "Hagar");
+REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar"))
 #else
 #ifdef SVQC
 // NO bounce protection, as bounces are limited!
+
+void W_Hagar_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_hagar_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               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_Reload()
+{
+       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";
+
+       W_Reload();
+}
+
 void W_Hagar_Explode (void)
 {
        self.event_damage = SUB_Null;
@@ -44,8 +68,18 @@ void W_Hagar_Attack (void)
 {
        local entity missile;
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_primary_ammo;
+       {
+               if(autocvar_g_balance_hagar_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_hagar_primary_ammo;
+                       self.weapon_load[WEP_HAGAR] = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo;
+       }
+
        W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -79,8 +113,18 @@ void W_Hagar_Attack2 (void)
 {
        local entity missile;
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_secondary_ammo;
+       {
+               if(autocvar_g_balance_hagar_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_hagar_secondary_ammo;
+                       self.weapon_load[WEP_HAGAR] = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo;
+       }
+
        W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -118,6 +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);
@@ -128,17 +173,23 @@ float w_hagar(float req)
                }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+               if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
+                       W_Hagar_Reload();
+               else if (self.BUTTON_ATCK)
                {
-                       W_Hagar_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+                       if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+                       {
+                               W_Hagar_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+                       }
                }
-               if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
-               if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+               else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
                {
-                       W_Hagar_Attack2();
-                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+                       if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+                       {
+                               W_Hagar_Attack2();
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+                       }
                }
        }
        else if (req == WR_PRECACHE)
@@ -147,13 +198,29 @@ float w_hagar(float req)
                precache_model ("models/weapons/v_hagar.md3");
                precache_model ("models/weapons/h_hagar.iqm");
                precache_sound ("weapons/hagar_fire.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_HAGAR);
+               W_Hagar_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               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)
-               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)
+       {
+               W_Hagar_Reload();
+       }
        return TRUE;
 };
 #endif
@@ -182,13 +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;
 }