X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_minelayer.qc;h=14c6506faa0d13111f35402e3a8f109ac8384f63;hb=776d57d3d746545313180c02b0c5e0e79af757bb;hp=77ff668d16d937758431696451dcf4a9897181e4;hpb=194e2e23ed2569fd71f1f7cb5c33e833a46fcb2d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_minelayer.qc b/qcsrc/server/w_minelayer.qc index 77ff668d1..14c6506fa 100644 --- a/qcsrc/server/w_minelayer.qc +++ b/qcsrc/server/w_minelayer.qc @@ -1,22 +1,11 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer")) +REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer")) #else #ifdef SVQC void W_Mine_Think (void); -.float minelayer_detonate, minelayer_mines; +.float minelayer_detonate, mine_explodeanyway; .float mine_time; -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); @@ -77,13 +66,18 @@ void W_Mine_Explode () if (self.owner.weapon == WEP_MINE_LAYER) { - if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo) + entity oldself; + oldself = self; + self = self.owner; + if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1)) { - self.owner.cnt = WEP_MINE_LAYER; - ATTACK_FINISHED(self.owner) = time; - self.owner.switchweapon = w_getbestweapon(self.owner); + self.cnt = WEP_MINE_LAYER; + ATTACK_FINISHED(self) = time; + self.switchweapon = w_getbestweapon(self); } + self = oldself; } + self.owner.minelayer_mines -= 1; remove (self); } @@ -96,13 +90,18 @@ void W_Mine_DoRemoteExplode () if (self.owner.weapon == WEP_MINE_LAYER) { - if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo) + entity oldself; + oldself = self; + self = self.owner; + if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1)) { - self.owner.cnt = WEP_MINE_LAYER; - ATTACK_FINISHED(self.owner) = time; - self.owner.switchweapon = w_getbestweapon(self.owner); + self.cnt = WEP_MINE_LAYER; + ATTACK_FINISHED(self) = time; + self.switchweapon = w_getbestweapon(self); } + self = oldself; } + self.owner.minelayer_mines -= 1; remove (self); } @@ -121,7 +120,7 @@ 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 && self.minelayer_mines == 0) + if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0) { entity head; head = findradius(self.origin, autocvar_g_balance_minelayer_radius); @@ -137,6 +136,16 @@ void W_Mine_ProximityExplode () W_Mine_Explode(); } +float W_Mine_Count(entity e) +{ + float minecount; + entity mine; + for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == e) + minecount += 1; + + return minecount; +} + void W_Mine_Think (void) { entity head; @@ -150,7 +159,7 @@ void W_Mine_Think (void) 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 + self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. } // a player's mines shall explode if he disconnects or dies @@ -218,11 +227,8 @@ void W_Mine_Attack (void) // scan how many mines we placed, and return if we reached our limit if(autocvar_g_balance_minelayer_limit) { - self.minelayer_mines = 0; - for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) - self.minelayer_mines += 1; - - if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit) + + if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit) { // the refire delay keeps this message from being spammed sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") ); @@ -231,17 +237,7 @@ 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); @@ -288,14 +284,36 @@ void W_Mine_Attack (void) // common properties other = mine; MUTATOR_CALLHOOK(EditProjectile); + + self.minelayer_mines = W_Mine_Count(self); } void spawnfunc_weapon_minelayer (void); // defined in t_items.qc -float w_minelayer(float req) +float W_PlacedMines(float detonate) { entity mine; float minfound; + + for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) + { + if(detonate) + { + if(!mine.minelayer_detonate) + { + mine.minelayer_detonate = TRUE; + minfound = 1; + } + } + else + minfound = 1; + } + return minfound; +} + +float w_minelayer(float req) +{ + entity mine; float ammo_amount; if (req == WR_AIM) @@ -396,7 +414,11 @@ 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(); + { + // not if we're holding the minelayer without enough ammo, but can detonate existing mines + if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo) + weapon_action(self.weapon, WR_RELOAD); + } else if (self.BUTTON_ATCK) { if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire)) @@ -406,18 +428,9 @@ float w_minelayer(float req) } } - else if (self.BUTTON_ATCK2) + if (self.BUTTON_ATCK2) { - minfound = 0; - for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) - { - if(!mine.minelayer_detonate) - { - mine.minelayer_detonate = TRUE; - minfound = 1; - } - } - if(minfound) + if(W_PlacedMines(TRUE)) sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); } } @@ -432,34 +445,33 @@ float w_minelayer(float req) precache_sound ("weapons/mine_fire.wav"); precache_sound ("weapons/mine_stick.wav"); precache_sound ("weapons/mine_trigger.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_MINE_LAYER); + self.current_ammo = ammo_rockets; } else if (req == WR_CHECKAMMO1) { // don't switch while placing a mine if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) { - if(autocvar_g_balance_minelayer_reload_ammo) - { - if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo) - ammo_amount = TRUE; - } - else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo) - ammo_amount = TRUE; - return !ammo_amount; + ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo; + ammo_amount += self.weapon_load[WEP_MINE_LAYER] >= autocvar_g_balance_minelayer_ammo; + return ammo_amount; } } else if (req == WR_CHECKAMMO2) { - return FALSE; + if (W_PlacedMines(FALSE)) + return TRUE; + else + return FALSE; } else if (req == WR_RELOAD) { - W_MineLayer_Reload(); + W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav"); } return TRUE; };