X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_minstanex.qc;h=4481178de19b4b3b07a276dae2e6b3f6099058e0;hb=222d710d7104a365c69b184f6d1fb5738b9b95e3;hp=30212b4f17eaa7ffbd126982afa368e05cce6e4b;hpb=cad7a84d59626dceb9653c62451702843b00b334;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_minstanex.qc b/qcsrc/server/w_minstanex.qc index 30212b4f1..4481178de 100644 --- a/qcsrc/server/w_minstanex.qc +++ b/qcsrc/server/w_minstanex.qc @@ -4,14 +4,6 @@ REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_ #ifdef SVQC .float minstanex_lasthit; -void W_Minstanex_Reload() -{ - if(autocvar_g_balance_minstanex_laser_ammo) - W_Reload(ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo), autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav"); - else - W_Reload(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav"); -} - void W_MinstaNex_Attack (void) { float flying; @@ -88,25 +80,10 @@ void W_MinstaNex_Attack (void) if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self); - // 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_minstanex_reload_ammo) - { - if (g_minstagib) - self.clip_load -= - 1; - else - self.clip_load -= autocvar_g_balance_minstanex_ammo; - self.weapon_load[WEP_MINSTANEX] = self.clip_load; - } - else - { - if (g_minstagib) - self.ammo_cells -= - 1; - else - self.ammo_cells -= autocvar_g_balance_minstanex_ammo; - } - } + if (g_minstagib) + W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo); + else + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo); } @@ -117,6 +94,7 @@ void minstagib_ammocheck (void) return; if (self.ammo_cells <= 0) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if (self.health == 5) { @@ -191,10 +169,17 @@ void minstagib_ammocheck (void) void spawnfunc_weapon_minstanex (void); // defined in t_items.qc -float minstanex_ammo; float w_minstanex(float req) { float ammo_amount; + float minstanex_ammo; + + // now multiple WR_s use this + if(g_minstagib) + minstanex_ammo = 1; + else + minstanex_ammo = autocvar_g_balance_minstanex_ammo; + if (req == WR_AIM) { if(self.ammo_cells > 0) @@ -204,16 +189,11 @@ float w_minstanex(float req) } else if (req == WR_THINK) { - if(g_minstagib) - minstanex_ammo = 1; - else - minstanex_ammo = autocvar_g_balance_minstanex_ammo; - // if the laser uses load, we also consider its ammo for reloading if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload - W_Minstanex_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload - W_Minstanex_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire)) @@ -230,12 +210,7 @@ float w_minstanex(float req) // decrease ammo for the laser? if(autocvar_g_balance_minstanex_laser_ammo) - { - if(autocvar_g_balance_minstanex_reload_ammo) - self.clip_load -= autocvar_g_balance_minstanex_laser_ammo; - else - self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo); // ugly minstagib hack to reuse the fire mode of the laser float w; @@ -256,18 +231,19 @@ float w_minstanex(float req) precache_sound ("weapons/nexwhoosh1.wav"); precache_sound ("weapons/nexwhoosh2.wav"); precache_sound ("weapons/nexwhoosh3.wav"); - precache_sound ("weapons/reload.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else w_laser(WR_PRECACHE); } else if (req == WR_SETUP) { weapon_setup(WEP_MINSTANEX); + self.current_ammo = ammo_cells; self.minstanex_lasthit = 0; } else if (req == WR_CHECKAMMO1) { - ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo; - ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_ammo; + ammo_amount = self.ammo_cells >= minstanex_ammo; + ammo_amount += self.weapon_load[WEP_MINSTANEX] >= minstanex_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) @@ -284,7 +260,13 @@ float w_minstanex(float req) } else if (req == WR_RELOAD) { - W_Minstanex_Reload(); + float used_ammo; + if(autocvar_g_balance_minstanex_laser_ammo) + used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo); + else + used_ammo = minstanex_ammo; + + W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav"); } return TRUE; };