X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hlac.qc;h=0cf25e4f60c10922e09dd9c3273ec88bd889116d;hb=cd4733447ff43d2aa6141fb9b66f718f61d46fc5;hp=9090d41e5b0aa0a7d1f02dedc6ad10b460e901af;hpb=9ce95d6a4ce7e2d5d55d91c568c30d5abcf22b61;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hlac.qc b/qcsrc/server/w_hlac.qc index 9090d41e5..0cf25e4f6 100644 --- a/qcsrc/server/w_hlac.qc +++ b/qcsrc/server/w_hlac.qc @@ -1,60 +1,8 @@ #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 -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; -} - void W_HLAC_Touch (void) { PROJECTILE_TOUCH; @@ -74,17 +22,7 @@ void W_HLAC_Attack (void) local entity missile; float spread; - // 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_hlac_reload_ammo) - { - self.clip_load -= autocvar_g_balance_hlac_primary_ammo; - self.hlac_load = self.clip_load; - } - else - self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo); spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter); spread = min(spread,autocvar_g_balance_hlac_primary_spread_max); @@ -175,17 +113,7 @@ void W_HLAC_Attack2 (void) { float i; - // 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_hlac_reload_ammo) - { - self.clip_load -= autocvar_g_balance_hlac_secondary_ammo; - self.hlac_load = self.clip_load; - } - else - self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo); for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i) W_HLAC_Attack2f(); @@ -209,6 +137,7 @@ void HLAC_fire1_02() if (self.BUTTON_ATCK) { if (!weapon_action(self.weapon, WR_CHECKAMMO1)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -239,7 +168,7 @@ float w_hlac(float req) else if (req == WR_THINK) { if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload - W_HLAC_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire)) @@ -265,29 +194,29 @@ float w_hlac(float req) precache_model ("models/weapons/v_hlac.md3"); precache_model ("models/weapons/h_hlac.iqm"); precache_sound ("weapons/lasergun_fire.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_HLAC); - W_HLAC_SetAmmoCounter(); + self.current_ammo = ammo_cells; } else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo; - ammo_amount += (autocvar_g_balance_hlac_reload_ammo && 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 += (autocvar_g_balance_hlac_reload_ammo && 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_RELOAD) { - W_HLAC_Reload(); + W_Reload(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"); } return TRUE; }; @@ -308,9 +237,9 @@ float w_hlac(float req) precache_sound("weapons/laserimpact.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s should have used a smaller gun"; + w_deathtypestring = _("%s should have used a smaller gun"); else if (req == WR_KILLMESSAGE) - w_deathtypestring = "%s was cut down by %s"; + w_deathtypestring = _("%s was cut down by %s"); return TRUE; } #endif