X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_nex.qc;h=a0fce6a31951bd82c0799c9e6399728ace37ada0;hb=8d640f864cdbdefc91f91897447abfd2639f9efe;hp=ad73ec9e425489394216e428e2cf7f03b1246129;hpb=73546668d5d452ce8efb85f4c9c1ae9bf8d8d314;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_nex.qc b/qcsrc/server/w_nex.qc index ad73ec9e4..a0fce6a31 100644 --- a/qcsrc/server/w_nex.qc +++ b/qcsrc/server/w_nex.qc @@ -3,17 +3,6 @@ REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | #else #ifdef SVQC -void W_Nex_Reload() -{ - self.reload_ammo_player = ammo_cells; - self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo); - self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo; - self.reload_time = autocvar_g_balance_nex_reload_time; - self.reload_sound = "weapons/reload.wav"; - - W_Reload(); -} - void SendCSQCNexBeamParticle(float charge) { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); @@ -68,9 +57,9 @@ void W_Nex_Attack (float issecondary) myforce *= charge; W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg); - if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound + if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound { - sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM); + sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM); } yoda = 0; @@ -86,17 +75,7 @@ void W_Nex_Attack (float issecondary) if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, 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_nex_reload_ammo) - { - self.clip_load -= myammo; - self.weapon_load[WEP_NEX] = self.clip_load; - } - else - self.ammo_cells -= myammo; - } + W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo); } void spawnfunc_weapon_nex (void); // defined in t_items.qc @@ -125,7 +104,7 @@ float w_nex(float req) } if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload - W_Nex_Reload(); + weapon_action(self.weapon, WR_RELOAD); else { if (self.BUTTON_ATCK) @@ -213,15 +192,15 @@ float w_nex(float req) if(autocvar_g_balance_nex_charge) { - self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit); - self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit); - self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit); + self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit); + self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit); + self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit); - if(self.nex_charge > autocvar_g_balance_nex_charge_limit) + if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit) { - self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit); - self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit); - self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit); + self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit); + self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit); + self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit); } } } @@ -236,11 +215,12 @@ float w_nex(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 } else if (req == WR_SETUP) { weapon_setup(WEP_NEX); + self.current_ammo = ammo_cells; } else if (req == WR_CHECKAMMO1) { @@ -257,7 +237,7 @@ float w_nex(float req) } else if (req == WR_RELOAD) { - W_Nex_Reload(); + W_Reload(min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav"); } return TRUE;