X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_uzi.qc;h=92c81714a1a96fd1f0b606258d0dffe76645571e;hb=ead998eb93f3b5df0d46e09455e7aa8fef44540d;hp=113b8f74f38725f6051ee950689d580f8c0f4f53;hpb=1ceb14cc5cb497f1161f72cb5a416b4eaa811382;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 113b8f74f..92c81714a 100644 --- a/qcsrc/server/w_uzi.qc +++ b/qcsrc/server/w_uzi.qc @@ -1,60 +1,8 @@ #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 -void W_UZI_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_uzi_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.uzi_load; - self.clip_size = autocvar_g_balance_uzi_reload_ammo; // for the crosshair ammo display - } -} - -void W_UZI_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_uzi_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have - { - self.clip_load += 1; - self.ammo_nails -= 1; - } - self.uzi_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_uzi_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_UZI_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_uzi_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_nails, min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo))) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_uzi_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_uzi_reload_time, W_UZI_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - // leilei's fancy muzzleflash stuff void UZI_Flash_Go() { @@ -67,7 +15,7 @@ void UZI_Flash_Go() { self.think = SUB_Remove; self.nextthink = time; - self.owner.muzzle_flash = world; + self.realowner.muzzle_flash = world; return; } @@ -88,12 +36,12 @@ void UziFlash() self.muzzle_flash.alpha = 0.75; self.muzzle_flash.angles_z = random() * 180; self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - self.muzzle_flash.owner = self; + self.muzzle_flash.owner = self.muzzle_flash.realowner = self; } void W_UZI_Attack (float deathtype) { - 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)); + W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage)); if (!g_norecoil) { self.punchangle_x = random () - 0.5; @@ -118,25 +66,10 @@ void W_UZI_Attack (float deathtype) 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 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_uzi_reload_ammo) - { - if (self.misc_bulletcounter == 1) - self.clip_load -= autocvar_g_balance_uzi_first_ammo; - else - self.clip_load -= autocvar_g_balance_uzi_sustained_ammo; - self.uzi_load = self.clip_load; - } - else - { - if (self.misc_bulletcounter == 1) - self.ammo_nails -= autocvar_g_balance_uzi_first_ammo; - else - self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo; - } - } + 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 @@ -150,6 +83,7 @@ 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(); @@ -168,17 +102,7 @@ void uzi_mode1_fire_auto() { float uzi_spread; - // 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_uzi_reload_ammo) - { - self.clip_load -= autocvar_g_balance_uzi_sustained_ammo; - self.uzi_load = self.clip_load; - } - else - self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo; - } + 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); @@ -190,13 +114,14 @@ 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(); return; } - W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage); + W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage); if (!g_norecoil) { self.punchangle_x = random () - 0.5; @@ -220,7 +145,7 @@ void uzi_mode1_fire_auto() void uzi_mode1_fire_burst() { - W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage); + W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage); if (!g_norecoil) { self.punchangle_x = random () - 0.5; @@ -256,6 +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); @@ -266,7 +192,7 @@ float w_uzi(float req) else if (req == WR_THINK) { 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 - W_UZI_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if(autocvar_g_balance_uzi_mode == 1) { if (self.BUTTON_ATCK) @@ -286,17 +212,7 @@ float w_uzi(float req) return FALSE; } - // 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_uzi_reload_ammo) - { - self.clip_load -= autocvar_g_balance_uzi_burst_ammo; - self.uzi_load = self.clip_load; - } - else - 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(); @@ -329,39 +245,48 @@ 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"); + //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); - W_UZI_SetAmmoCounter(); + 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_UZI_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; - ammo_amount = min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo); - return (autocvar_g_balance_uzi_reload_ammo && self.uzi_load >= ammo_amount) || self.ammo_nails >= ammo_amount; + 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; }; @@ -376,11 +301,11 @@ float w_uzi(float req) pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) if(w_random < 0.05) - sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.1) - sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.2) - sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) { @@ -389,13 +314,13 @@ float w_uzi(float req) precache_sound("weapons/ric3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s did the impossible"; + w_deathtypestring = _("%s is now thinking with portals"); else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%s was sniped by %s"; + w_deathtypestring = _("%s was sniped by %s"); else - w_deathtypestring = "%s was riddled full of holes by %s"; + w_deathtypestring = _("%s was riddled full of holes by %s"); } return TRUE; }