]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hlac.qc
Attempt to further simplify the reload code, as requested. First part of the first...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hlac.qc
index ddfe763be11d0c873483a3f5515577336022f1c1..2b50216e41756de2604900bb425aa31e9627af53 100644 (file)
@@ -1,61 +1,11 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
+REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
 #else
 #ifdef SVQC
 
-// weapon load persistence, for weapons that support reloading
-.float hlac_load;
-
-void W_HLAC_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_hlac_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.hlac_load;
-               self.clip_size = autocvar_g_balance_hlac_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_HLAC_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_hlac_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.hlac_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_hlac_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
 void W_HLAC_Reload()
 {
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_hlac_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_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_hlac_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hlac_reload_time, W_HLAC_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
+       W_Reload(ammo_cells, min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
 }
 
 void W_HLAC_Touch (void)
@@ -83,7 +33,7 @@ void W_HLAC_Attack (void)
                if(autocvar_g_balance_hlac_reload_ammo)
                {
                        self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
-                       self.hlac_load = self.clip_load;
+                       self.weapon_load[WEP_HLAC] = self.clip_load;
                }
                else
                        self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
@@ -184,7 +134,7 @@ void W_HLAC_Attack2 (void)
                if(autocvar_g_balance_hlac_reload_ammo)
                {
                        self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
-                       self.hlac_load = self.clip_load;
+                       self.weapon_load[WEP_HLAC] = self.clip_load;
                }
                else
                        self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
@@ -274,25 +224,19 @@ float w_hlac(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_HLAC);
-               W_HLAC_SetAmmoCounter();
        }
        else if (req == WR_CHECKAMMO1)
        {
                ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
-               ammo_amount += self.hlac_load >= autocvar_g_balance_hlac_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_primary_ammo;
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
-               ammo_amount += self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_HLAC_Reload();