X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_uzi.qc;h=2f5b9bc7833badd1167a4205bc32c940e7550a1c;hb=2f8b796c02260d180a6b8e5ea63517e4808ca0b4;hp=0e563405a1fa858ebdbd6719868e30859fd89eef;hpb=406b13f464e47f8ca373b6bbe8ebe3bfc0f6be44;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 0e563405a..2f5b9bc78 100644 --- a/qcsrc/server/w_uzi.qc +++ b/qcsrc/server/w_uzi.qc @@ -1,10 +1,10 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun")) +REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun")) #else #ifdef SVQC // leilei's fancy muzzleflash stuff -void Uzi_Flash_Go() +void UZI_Flash_Go() { self.frame = self.frame + 2; self.scale = self.scale * 0.5; @@ -30,7 +30,7 @@ void UziFlash() setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below self.muzzle_flash.scale = 0.75; - self.muzzle_flash.think = Uzi_Flash_Go; + self.muzzle_flash.think = UZI_Flash_Go; self.muzzle_flash.nextthink = time + 0.02; self.muzzle_flash.frame = 2; self.muzzle_flash.alpha = 0.75; @@ -39,15 +39,8 @@ void UziFlash() self.muzzle_flash.owner = self; } -void W_Uzi_Attack (float deathtype) +void W_UZI_Attack (float deathtype) { - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if (self.misc_bulletcounter == 1) - self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_first_ammo; - else - self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo; - } W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage)); if (!g_norecoil) { @@ -72,6 +65,11 @@ void W_Uzi_Attack (float deathtype) // casing code if (autocvar_g_casings >= 2) SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); + + if (self.misc_bulletcounter == 1) + W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo); + else + W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo); } // weapon frames @@ -85,13 +83,14 @@ void uzi_fire1_02() if (self.BUTTON_ATCK) { if (!weapon_action(self.weapon, WR_CHECKAMMO2)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return; } self.misc_bulletcounter = self.misc_bulletcounter + 1; - W_Uzi_Attack(WEP_UZI); + W_UZI_Attack(WEP_UZI); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02); } else @@ -102,6 +101,8 @@ void uzi_fire1_02() void uzi_mode1_fire_auto() { float uzi_spread; + + W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo); if (self.BUTTON_ATCK) weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto); @@ -113,6 +114,7 @@ void uzi_mode1_fire_auto() } if (!weapon_action(self.weapon, WR_CHECKAMMO1)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -139,10 +141,6 @@ void uzi_mode1_fire_auto() if (autocvar_g_casings >= 2) // casing code SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); - - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo; - } void uzi_mode1_fire_burst() @@ -183,6 +181,7 @@ void spawnfunc_weapon_machinegun(); // defined in t_items.qc float w_uzi(float req) { + float ammo_amount; if (req == WR_AIM) if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200) self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); @@ -192,7 +191,9 @@ float w_uzi(float req) } else if (req == WR_THINK) { - if(autocvar_g_balance_uzi_mode == 1) + if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload + weapon_action(self.weapon, WR_RELOAD); + else if(autocvar_g_balance_uzi_mode == 1) { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, 0)) @@ -210,9 +211,8 @@ float w_uzi(float req) w_ready(); return FALSE; } - - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_burst_ammo; + + W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo); self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1; uzi_mode1_fire_burst(); @@ -225,7 +225,7 @@ float w_uzi(float req) if (weapon_prepareattack(0, 0)) { self.misc_bulletcounter = 1; - W_Uzi_Attack(WEP_UZI); // sets attack_finished + W_UZI_Attack(WEP_UZI); // sets attack_finished weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02); } @@ -233,7 +233,7 @@ float w_uzi(float req) if (weapon_prepareattack(1, 0)) { self.misc_bulletcounter = 1; - W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished + W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready); } } @@ -245,19 +245,49 @@ float w_uzi(float req) precache_model ("models/weapons/v_uzi.md3"); precache_model ("models/weapons/h_uzi.iqm"); precache_sound ("weapons/uzi_fire.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_UZI); + self.current_ammo = ammo_nails; + } else if (req == WR_CHECKAMMO1) + { if(autocvar_g_balance_uzi_mode == 1) - return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo; + ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo; else - return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; + ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; + + if(autocvar_g_balance_uzi_reload_ammo) + { + if(autocvar_g_balance_uzi_mode == 1) + ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_sustained_ammo; + else + ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo; + } + return ammo_amount; + } else if (req == WR_CHECKAMMO2) + { if(autocvar_g_balance_uzi_mode == 1) - return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo; + ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo; else - return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; + ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; + + if(autocvar_g_balance_uzi_reload_ammo) + { + if(autocvar_g_balance_uzi_mode == 1) + ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_burst_ammo; + else + ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo; + } + return ammo_amount; + } + else if (req == WR_RELOAD) + { + W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav"); + } return TRUE; }; #endif