]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_rocketlauncher.qc
Added cvar bot_debug_goalstack to visualize the path that each bot is trying to follow
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
index 96a4f0b15f4ee8caa3734759e912f86f6e6cdbf6..dfd2c3f1906fcc514685883bc828286307fd0afa 100644 (file)
@@ -1,64 +1,10 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
+REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
 #else
 #ifdef SVQC
 .float rl_release;
 .float rl_detonate_later;
 
-.float rocketlauncher_load;
-
-void W_RocketLauncher_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_rocketlauncher_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.rocketlauncher_load;
-               self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_RocketLauncher_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_rocketlauncher_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.rocketlauncher_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_RocketLauncher_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_rocketlauncher_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
-               return;
-
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
 void W_Rocket_Unregister()
 {
        if(self.owner && self.owner.lastrocket == self)
@@ -302,17 +248,7 @@ void W_Rocket_Attack (void)
        local entity missile;
        local entity flash;
 
-       // 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_rocketlauncher_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
-                       self.rocketlauncher_load = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -368,6 +304,8 @@ float w_rlauncher(float req)
 {
        entity rock;
        float rockfound;
+       float ammo_amount;
+
        if (req == WR_AIM)
        {
                // aim and decide to fire if appropriate
@@ -466,7 +404,7 @@ float w_rlauncher(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
-                       W_RocketLauncher_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else
                {
                        if (self.BUTTON_ATCK)
@@ -497,17 +435,6 @@ float w_rlauncher(float req)
                                        sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_RocketLauncher_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -518,29 +445,27 @@ float w_rlauncher(float req)
                precache_sound ("weapons/rocket_det.wav");
                precache_sound ("weapons/rocket_fire.wav");
                precache_sound ("weapons/rocket_mode.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_ROCKET_LAUNCHER);
-               W_RocketLauncher_SetAmmoCounter();
+               self.current_ammo = ammo_rockets;
                self.rl_release = 1;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_rocketlauncher_reload_ammo)
+               // don't switch while guiding a missile
+               if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
                {
-                       // don't switch while guiding a missile
-                       if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
-                               && self.clip_load < autocvar_g_balance_rocketlauncher_ammo)
-                               return FALSE;
-               }
-               else
-               {
-                       // don't switch while guiding a missile
-                       if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
-                               && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
-                               return FALSE;
+                       if(autocvar_g_balance_rocketlauncher_reload_ammo)
+                       {
+                               if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
+                                       ammo_amount = TRUE;
+                       }
+                       else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+                               ammo_amount = TRUE;
+                       return !ammo_amount;
                }
        }
        else if (req == WR_CHECKAMMO2)
@@ -551,7 +476,7 @@ float w_rlauncher(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_RocketLauncher_Reload();
+               W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -572,15 +497,15 @@ float w_rlauncher(float req)
                precache_sound("weapons/rocket_impact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s exploded";
+               w_deathtypestring = _("%s exploded");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
-                       w_deathtypestring = "%s got too close to %s's rocket";
+                       w_deathtypestring = _("%s got too close to %s's rocket");
                else if(w_deathtype & HITTYPE_SPLASH)
-                       w_deathtypestring = "%s almost dodged %s's rocket";
+                       w_deathtypestring = _("%s almost dodged %s's rocket");
                else
-                       w_deathtypestring = "%s ate %s's rocket";
+                       w_deathtypestring = _("%s ate %s's rocket");
        }
        return TRUE;
 }