X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_minstanex.qc;h=267bc2547fd4c955b9be022e904e0a24eadec280;hb=73546668d5d452ce8efb85f4c9c1ae9bf8d8d314;hp=e5c9a1ed83eefab5f40aeeb6089e974ff9f08767;hpb=c74eb28792cb147e9e7427d4080a8f020a754490;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_minstanex.qc b/qcsrc/server/w_minstanex.qc index e5c9a1ed8..267bc2547 100644 --- a/qcsrc/server/w_minstanex.qc +++ b/qcsrc/server/w_minstanex.qc @@ -1,64 +1,21 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex")) +REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex")) #else #ifdef SVQC .float minstanex_lasthit; -void W_Minstanex_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_minstanex_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.minstanex_load; - self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display - } -} - -void W_Minstanex_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_minstanex_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.minstanex_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - void W_Minstanex_Reload() { - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_minstanex_reload_ammo) - return; - + self.reload_ammo_player = ammo_cells; if(autocvar_g_balance_minstanex_laser_ammo) - { - if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo))) - return; - } - else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo)) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady); + self.reload_ammo_min = min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo); + else + self.reload_ammo_min = autocvar_g_balance_minstanex_ammo; + self.reload_ammo_amount = autocvar_g_balance_minstanex_reload_ammo; + self.reload_time = autocvar_g_balance_minstanex_reload_time; + self.reload_sound = "weapons/reload.wav"; - self.old_clip_load = self.clip_load; - self.clip_load = -1; + W_Reload(); } void W_MinstaNex_Attack (void) @@ -146,7 +103,7 @@ void W_MinstaNex_Attack (void) self.clip_load -= - 1; else self.clip_load -= autocvar_g_balance_minstanex_ammo; - self.minstanex_load = self.clip_load; + self.weapon_load[WEP_MINSTANEX] = self.clip_load; } else { @@ -243,6 +200,7 @@ void spawnfunc_weapon_minstanex (void); // defined in t_items.qc float minstanex_ammo; float w_minstanex(float req) { + float ammo_amount; if (req == WR_AIM) { if(self.ammo_cells > 0) @@ -310,24 +268,21 @@ float w_minstanex(float req) else if (req == WR_SETUP) { weapon_setup(WEP_MINSTANEX); - W_Minstanex_SetAmmoCounter(); self.minstanex_lasthit = 0; } else if (req == WR_CHECKAMMO1) { - if(autocvar_g_balance_minstanex_reload_ammo) - return self.clip_load >= minstanex_ammo; - else - return self.ammo_cells >= minstanex_ammo; + ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo; + ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_ammo; + return ammo_amount; } else if (req == WR_CHECKAMMO2) { if(!autocvar_g_balance_minstanex_laser_ammo) return TRUE; - if(autocvar_g_balance_minstanex_reload_ammo) - return self.clip_load >= autocvar_g_balance_minstanex_laser_ammo; - else - return self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo; + ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo; + ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo; + return ammo_amount; } else if (req == WR_RESETPLAYER) { @@ -337,21 +292,6 @@ float w_minstanex(float req) { W_Minstanex_Reload(); } - else if (req == WR_SWITCHABLE) - { - // checks if this weapon can be switched to, when reloading is enabled - // returns true if there's either enough load in the weapon to use it, - // or we have enough ammo to reload the weapon to a usable point - float ammo_amount; - if(g_minstagib) - ammo_amount = 1; - else - ammo_amount = autocvar_g_balance_minstanex_ammo; - if(autocvar_g_balance_minstanex_laser_ammo) - ammo_amount = min(ammo_amount, autocvar_g_balance_minstanex_laser_ammo); - - return self.minstanex_load >= ammo_amount || self.ammo_cells >= ammo_amount; - } return TRUE; }; #endif @@ -371,9 +311,9 @@ float w_minstanex(float req) precache_sound("weapons/neximpact.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s did the impossible"; + w_deathtypestring = _("%s did the impossible"); else if (req == WR_KILLMESSAGE) - w_deathtypestring = "%s has been vaporized by %s"; + w_deathtypestring = _("%s has been vaporized by %s"); return TRUE; } #endif