]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_minelayer.qc
Phase 2. A global ammo decreasing function. Still not fully ready
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
index 14c67ce2c0146ccbacc89431dd4e550082332c62..3c9aac6cc22090bbad023cb39c930d0f1940b4f4 100644 (file)
@@ -6,29 +6,6 @@ void W_Mine_Think (void);
 .float minelayer_detonate, minelayer_mines;
 .float mine_time;
 
-void W_MineLayer_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_minelayer_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.weapon_load[WEP_MINE_LAYER];
-               self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_MineLayer_Reload()
-{
-       self.reload_ammo_player = ammo_rockets;
-       self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
-       self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
-       self.reload_time = autocvar_g_balance_minelayer_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 void spawnfunc_weapon_minelayer (void)
 {
        weapon_defaultspawnfunc(WEP_MINE_LAYER);
@@ -133,7 +110,7 @@ void W_Mine_RemoteExplode ()
 void W_Mine_ProximityExplode ()
 {
        // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
-       if(autocvar_g_balance_minelayer_protection)
+       if(autocvar_g_balance_minelayer_protection && self.minelayer_mines == 0)
        {
                entity head;
                head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
@@ -154,16 +131,19 @@ void W_Mine_Think (void)
        entity head;
 
        self.nextthink = time;
-       if (time > self.cnt)
+       
+       // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
+       // TODO: replace this mine_trigger.wav sound with a real countdown
+       if ((time > self.cnt) && (!self.mine_time))
        {
-               other = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Mine_Explode();
-               return;
+               if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
+                       spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+               self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
+               self.minelayer_mines = 1; // make the mine super aggressive
        }
 
        // a player's mines shall explode if he disconnects or dies
-       // TODO: Do this on team change too
+       // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
        if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
        {
                other = world;
@@ -188,7 +168,10 @@ void W_Mine_Think (void)
 
        // explode if it's time to
        if(self.mine_time && time >= self.mine_time)
+       {
                W_Mine_ProximityExplode();
+               return;
+       }
 
        // remote detonation
        if (self.owner.weapon == WEP_MINE_LAYER)
@@ -237,17 +220,7 @@ void W_Mine_Attack (void)
                }
        }
 
-       // 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_minelayer_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_minelayer_ammo;
-                       self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
 
        W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -279,7 +252,7 @@ void W_Mine_Attack (void)
        mine.touch = W_Mine_Touch;
        mine.think = W_Mine_Think;
        mine.nextthink = time;
-       mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
+       mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
        mine.flags = FL_PROJECTILE;
 
        CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
@@ -402,7 +375,7 @@ float w_minelayer(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
-                       W_MineLayer_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
@@ -443,7 +416,6 @@ float w_minelayer(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_MINE_LAYER);
-               W_MineLayer_SetAmmoCounter();
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -466,7 +438,7 @@ float w_minelayer(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_MineLayer_Reload();
+               W_Reload(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };