]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_nex.qc
Merge remote branch 'origin/terencehill/hud_panel_powerups_text_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
index e6c2aaafe2092f8d250dbd201cbc827255b0f255..a0fce6a31951bd82c0799c9e6399728ace37ada0 100644 (file)
@@ -1,31 +1,8 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
+REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
 #else
 #ifdef SVQC
 
-void W_Nex_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_nex_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.weapon_load[WEP_NEX];
-               self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_Nex_Reload()
-{
-       self.reload_ammo_player = ammo_cells;
-       self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo);
-       self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo;
-       self.reload_time = autocvar_g_balance_nex_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 void SendCSQCNexBeamParticle(float charge) {
        vector v;
        v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
@@ -80,9 +57,9 @@ void W_Nex_Attack (float issecondary)
        myforce *= charge;
 
        W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
-       if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
+       if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
        {
-               sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
+               sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
        }
 
        yoda = 0;
@@ -98,17 +75,7 @@ void W_Nex_Attack (float issecondary)
        if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
                Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
 
-       // 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_nex_reload_ammo)
-               {
-                       self.clip_load -= myammo;
-                       self.weapon_load[WEP_NEX] = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= myammo;
-       }
+       W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo);
 }
 
 void spawnfunc_weapon_nex (void); // defined in t_items.qc
@@ -137,7 +104,7 @@ float w_nex(float req)
                        }
 
                if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
-                       W_Nex_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else
                {
                        if (self.BUTTON_ATCK)
@@ -225,15 +192,15 @@ float w_nex(float req)
 
                if(autocvar_g_balance_nex_charge)
                {
-                       self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
-                       self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
-                       self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
+                       self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+                       self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+                       self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
 
-                       if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
+                       if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
                        {
-                               self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
-                               self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
-                               self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+                               self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+                               self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+                               self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
                        }
                }
        }
@@ -248,12 +215,12 @@ float w_nex(float req)
                precache_sound ("weapons/nexwhoosh1.wav");
                precache_sound ("weapons/nexwhoosh2.wav");
                precache_sound ("weapons/nexwhoosh3.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_NEX);
-               W_Nex_SetAmmoCounter();
+               self.current_ammo = ammo_cells;
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -270,7 +237,7 @@ float w_nex(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_Nex_Reload();
+               W_Reload(min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
        }
 
        return TRUE;