X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=635b1ccf8b959ac753e4f06ef493605e9049b973;hb=dcac695c2e9a7191b74672c3902b2acfc06b7bdd;hp=c0e57b8c0c477e9f1dce8f3a2bfd48008dc30f3f;hpb=d4141455575f8af54dded126ec888aa61373bbda;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index c0e57b8c0..635b1ccf8 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -1,59 +1,8 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) +REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) #else #ifdef SVQC -.float shotgun_load; - -void W_Shotgun_SetAmmoCounter() -{ - // set ammo_counter to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_shotgun_reload_ammo) - self.ammo_counter = 0; // also keeps crosshair ammo from displaying - else - self.ammo_counter = self.shotgun_load; -} - -void W_Shotgun_ReloadedAndReady() -{ - float t; - - // now do the ammo transfer - self.ammo_counter = self.old_ammo_counter; // restore the ammo counter, in case we still had ammo in the weapon before reloading - while(self.ammo_counter < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have - { - self.ammo_counter += 1; - self.ammo_shells -= 1; - } - self.shotgun_load = self.ammo_counter; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_Shotgun_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_shotgun_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_shells)) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady); - - self.old_ammo_counter = self.ammo_counter; - self.ammo_counter = -1; -} - void W_Shotgun_Attack (void) { float sc; @@ -66,9 +15,6 @@ void W_Shotgun_Attack (void) float bulletconstant; local entity flash; - if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) - return; // reloading, so we are done - ammoamount = autocvar_g_balance_shotgun_primary_ammo; bullets = autocvar_g_balance_shotgun_primary_bullets; d = autocvar_g_balance_shotgun_primary_damage; @@ -77,6 +23,8 @@ void W_Shotgun_Attack (void) bulletspeed = autocvar_g_balance_shotgun_primary_speed; bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant; + W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo); + W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets); for (sc = 0;sc < bullets;sc = sc + 1) fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant); @@ -96,18 +44,6 @@ void W_Shotgun_Attack (void) flash.nextthink = time + 0.06; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); - - // 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_shotgun_reload_ammo) - self.ammo_shells -= ammoamount; - else - { - self.ammo_counter -= ammoamount; - self.shotgun_load = self.ammo_counter; - } - } } void shotgun_meleethink (void) @@ -141,7 +77,7 @@ void shotgun_meleethink (void) Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force); remove(self); } - else if(time >= self.cnt + meleetime) // missed, remove ent + else if(time >= self.cnt + meleetime || (self.owner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent remove(self); else // continue swinging the weapon in hope of hitting someone :) self.nextthink = time; @@ -166,6 +102,7 @@ void spawnfunc_weapon_shotgun(); // defined in t_items.qc float w_shotgun(float req) { + float ammo_amount; if (req == WR_AIM) if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range) self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); @@ -173,8 +110,12 @@ float w_shotgun(float req) self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); else if (req == WR_THINK) { - if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) // forced reload - W_Shotgun_Reload(); + if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload + { + // don't force reload an empty shotgun if its melee attack is active + if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo) + weapon_action(self.weapon, WR_RELOAD); + } else { if (self.BUTTON_ATCK) @@ -189,24 +130,14 @@ float w_shotgun(float req) } } } - if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary) - if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire)) - { - // attempt forcing playback of the anim by switching to another anim (that we never play) here... - weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2); - } } - if(self.wish_reload) - { - if(self.switchweapon == self.weapon) - { - if(self.weaponentity.state == WS_READY) - { - self.wish_reload = 0; - W_Shotgun_Reload(); - } - } - } + if (self.clip_load >= 0) // we are not currently reloading + if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary) + if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire)) + { + // attempt forcing playback of the anim by switching to another anim (that we never play) here... + weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2); + } } else if (req == WR_PRECACHE) { @@ -217,23 +148,27 @@ float w_shotgun(float req) precache_sound ("misc/itempickup.wav"); precache_sound ("weapons/shotgun_fire.wav"); precache_sound ("weapons/shotgun_melee.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_SHOTGUN); - W_Shotgun_SetAmmoCounter(); + self.current_ammo = ammo_shells; } else if (req == WR_CHECKAMMO1) { - return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo; + ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo; + ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo; + return ammo_amount; } else if (req == WR_CHECKAMMO2) { + // melee attack is always available return TRUE; } else if (req == WR_RELOAD) { - W_Shotgun_Reload(); + W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -265,13 +200,13 @@ float w_shotgun(float req) precache_sound("weapons/ric3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s did the impossible"; + w_deathtypestring = _("%s did the impossible"); else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun"; + w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun"); else - w_deathtypestring = "%s was gunned by %s"; + w_deathtypestring = _("%s was gunned by %s"); } return TRUE; }