X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=e51444738e633584b8f9ddb47c73ad9e2bc868f7;hb=f70f1f159c575868eae493d4cd47249041b209ca;hp=d3723573687c76230d790fc810ed4bfc282877ea;hpb=b0259aa7cd71ac09094e96c4986318ae476f3180;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index d37235736..e51444738 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -1,12 +1,36 @@ #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; - RadiusDamage (self, self.realowner, cvar("g_balance_hagar_primary_damage"), cvar("g_balance_hagar_primary_edgedamage"), cvar("g_balance_hagar_primary_radius"), world, cvar("g_balance_hagar_primary_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other); remove (self); } @@ -14,7 +38,7 @@ void W_Hagar_Explode (void) void W_Hagar_Explode2 (void) { self.event_damage = SUB_Null; - RadiusDamage (self, self.realowner, cvar("g_balance_hagar_secondary_damage"), cvar("g_balance_hagar_secondary_edgedamage"), cvar("g_balance_hagar_secondary_radius"), world, cvar("g_balance_hagar_secondary_force"), self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other); remove (self); } @@ -44,9 +68,19 @@ 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 - cvar("g_balance_hagar_primary_ammo"); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_primary_damage")); + { + 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); @@ -54,11 +88,11 @@ void W_Hagar_Attack (void) missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage"); + missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage; missile.touch = W_Hagar_Touch; missile.use = W_Hagar_Explode; missile.think = adaptor_think2use_hittype_splash; - missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime"); + missile.nextthink = time + autocvar_g_balance_hagar_primary_lifetime; PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR; setorigin (missile, w_shotorg); @@ -71,16 +105,27 @@ void W_Hagar_Attack (void) missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); } 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 - cvar("g_balance_hagar_secondary_ammo"); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_secondary_damage")); - //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right + { + 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); @@ -88,12 +133,12 @@ void W_Hagar_Attack2 (void) missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_hagar_secondary_damage"); + missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage; missile.touch = W_Hagar_Touch2; missile.cnt = 0; missile.use = W_Hagar_Explode2; missile.think = adaptor_think2use_hittype_splash; - missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand"); + missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand; PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; setorigin (missile, w_shotorg); @@ -106,6 +151,8 @@ void W_Hagar_Attack2 (void) missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); } void spawnfunc_weapon_hagar (void) @@ -115,27 +162,34 @@ 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(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE); + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE); else { // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming - self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_hagar_primary_speed"), 0, cvar("g_balance_hagar_primary_lifetime"), FALSE); + self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_hagar_primary_speed, 0, autocvar_g_balance_hagar_primary_lifetime, FALSE); } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, cvar("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, cvar("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 && cvar("g_balance_hagar_secondary")) - if (weapon_prepareattack(1, cvar("g_balance_hagar_secondary_refire"))) + else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary) { - W_Hagar_Attack2(); - weapon_thinkf(WFRAME_FIRE2, cvar("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) @@ -144,13 +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 >= cvar("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 >= cvar("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 @@ -179,13 +249,13 @@ float w_hagar(float req) precache_sound("weapons/hagexp3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "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 = "hoped #'s missiles wouldn't bounce"; + w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce"); else // unchecked: SPLASH, SECONDARY - w_deathtypestring = "was pummeled by"; + w_deathtypestring = _("%s was pummeled by %s"); } return TRUE; }