]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Move onto to the Crylink and HLAC
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Fri, 21 Jan 2011 23:44:54 +0000 (01:44 +0200)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Fri, 21 Jan 2011 23:44:54 +0000 (01:44 +0200)
balanceXonotic.cfg
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/w_crylink.qc
qcsrc/server/w_hlac.qc

index c6008ae73e4807ea49f00491fa8e810f63c16739..682b1e83eaa3892ad5a9dae6dc60d6146b881643 100644 (file)
@@ -467,6 +467,9 @@ set g_balance_crylink_secondary_middle_lifetime 5 // range: 10000 full, fades to
 set g_balance_crylink_secondary_middle_fadetime 5
 set g_balance_crylink_secondary_line_lifetime 2 // range: 4000 full, fades to 8000
 set g_balance_crylink_secondary_line_fadetime 0.25
+
+set g_balance_crylink_reload_ammo 15
+set g_balance_crylink_reload_time 2
 // }}}
 // {{{ nex
 set g_balance_nex_primary_damage 90
@@ -620,6 +623,9 @@ set g_balance_hlac_secondary_refire 0.8
 set g_balance_hlac_secondary_animtime 0.4
 set g_balance_hlac_secondary_ammo 4
 set g_balance_hlac_secondary_shots 6
+
+set g_balance_hlac_reload_ammo 20
+set g_balance_hlac_reload_time 2
 // }}}
 // {{{ sniperrifle
 set g_balance_sniperrifle_auto_reload_on_switch 0
index 3adf5fecad86be077ee431a44b5db674c89fb061..019ed71b4604f0de6ea0c7ff59854799b9424fd7 100644 (file)
@@ -166,6 +166,8 @@ float autocvar_g_balance_crylink_secondary_refire;
 float autocvar_g_balance_crylink_secondary_shots;
 float autocvar_g_balance_crylink_secondary_speed;
 float autocvar_g_balance_crylink_secondary_spread;
+float autocvar_g_balance_crylink_reload_ammo;
+float autocvar_g_balance_crylink_reload_time;
 float autocvar_g_balance_ctf_damageforcescale;
 float autocvar_g_balance_ctf_delay_collect;
 float autocvar_g_balance_curse_empathy_minhealth;
@@ -354,6 +356,8 @@ float autocvar_g_balance_hlac_secondary_shots;
 float autocvar_g_balance_hlac_secondary_speed;
 float autocvar_g_balance_hlac_secondary_spread;
 float autocvar_g_balance_hlac_secondary_spread_crouchmod;
+float autocvar_g_balance_hlac_reload_ammo;
+float autocvar_g_balance_hlac_reload_time;
 float autocvar_g_balance_hook_primary_animtime;
 float autocvar_g_balance_hook_primary_fuel;
 float autocvar_g_balance_hook_primary_hooked_fuel;
index 4c8d9c3ee02c7dacc20fbea1fa0ed98d701e8508..12e2f1327940cbba964693f59f28459e9df917f3 100644 (file)
@@ -896,6 +896,8 @@ void PutClientInServer (void)
                self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo;
                self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
                self.electro_load = autocvar_g_balance_electro_reload_ammo;
+               self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
+               self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
 
                if(inWarmupStage)
                {
index aa98e2de87d616c312aeccd18b7f9115754e233c..e73600eaeeb1ed16b9d7c0d852c6ca512157e6a1 100644 (file)
@@ -9,6 +9,60 @@ REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLA
 .entity queuenext;
 .entity queueprev;
 
+.float crylink_load;
+
+void W_Crylink_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_crylink_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.crylink_load;
+               self.clip_size = autocvar_g_balance_crylink_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Crylink_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_crylink_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_cells -= 1;
+       }
+       self.crylink_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_crylink_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Crylink_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_crylink_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_cells))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_crylink_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_crylink_reload_time, W_Crylink_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_Crylink_CheckLinks(entity e)
 {
        float i;
@@ -319,9 +373,6 @@ void W_Crylink_Attack (void)
        vector forward, right, up;
        float maxdmg;
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_primary_ammo;
-
        maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
        maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
        if(autocvar_g_balance_crylink_primary_joinexplode)
@@ -414,6 +465,18 @@ void W_Crylink_Attack (void)
                counter = counter + 1;
        }
        self.crylink_lastgroup = proj;
+
+       // 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_crylink_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_crylink_primary_ammo;
+                       self.crylink_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_crylink_primary_ammo;
+       }
 }
 
 void W_Crylink_Attack2 (void)
@@ -422,9 +485,6 @@ void W_Crylink_Attack2 (void)
        local entity proj, prevproj, firstproj;
        float maxdmg;
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_secondary_ammo;
-
        maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
        maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
        if(autocvar_g_balance_crylink_secondary_joinexplode)
@@ -502,6 +562,18 @@ void W_Crylink_Attack2 (void)
                counter = counter + 1;
        }
        self.crylink_lastgroup = proj;
+
+       // 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_crylink_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_crylink_secondary_ammo;
+                       self.crylink_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_crylink_secondary_ammo;
+       }
 }
 
 void spawnfunc_weapon_crylink (void)
@@ -520,7 +592,9 @@ float w_crylink(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
+                       W_Crylink_Reload();
+               else if (self.BUTTON_ATCK)
                {
                        if (!self.crylink_waitrelease)
                        if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
@@ -578,6 +652,17 @@ float w_crylink(float req)
                                }
                        }
                }
+        if(self.wish_reload)
+        {
+            if(self.switchweapon == self.weapon)
+            {
+                if(self.weaponentity.state == WS_READY)
+                {
+                    self.wish_reload = 0;
+                    W_Crylink_Reload();
+                }
+            }
+        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -589,20 +674,31 @@ float w_crylink(float req)
                precache_sound ("weapons/crylink_linkjoin.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_CRYLINK);
+               W_Crylink_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
        {
                // don't "run out of ammo" and switch weapons while waiting for release
                if(self.crylink_lastgroup && self.crylink_waitrelease)
                        return TRUE;
-               return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
+
+               if(autocvar_g_balance_crylink_reload_ammo)
+                       return self.crylink_load >= autocvar_g_balance_crylink_primary_ammo;
+               else
+                       return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
        }
        else if (req == WR_CHECKAMMO2)
        {
                // don't "run out of ammo" and switch weapons while waiting for release
                if(self.crylink_lastgroup && self.crylink_waitrelease)
                        return TRUE;
-               return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
+
+               if(autocvar_g_balance_crylink_reload_ammo)
+                       return self.crylink_load >= autocvar_g_balance_crylink_secondary_ammo;
+               else
+                       return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
        }
        return TRUE;
 };
@@ -645,6 +741,10 @@ float w_crylink(float req)
                else
                        w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
        }
+       else if (req == WR_RELOAD)
+       {
+               W_Crylink_Reload();
+       }
        return TRUE;
 }
 #endif
index 8c85ffddc5ac3343116beaa358b665852ae9a9e4..5385101e7e299381041b80c7e6b972eb8dff8f1f 100644 (file)
@@ -3,6 +3,60 @@ REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BO
 #else
 #ifdef SVQC
 
+.float hlac_load;
+
+void W_Hlac_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_hlac_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.hlac_load;
+               self.clip_size = autocvar_g_balance_hlac_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Hlac_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_hlac_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_cells -= 1;
+       }
+       self.hlac_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_hlac_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Hlac_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_hlac_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_cells))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_hlac_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hlac_reload_time, W_Hlac_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_HLAC_Touch (void)
 {
        PROJECTILE_TOUCH;
@@ -22,11 +76,6 @@ void W_HLAC_Attack (void)
        local entity missile;
     float spread;
 
-    if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-    {
-        self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_primary_ammo;
-    }
-
     spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
     spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
     if(self.crouch)
@@ -67,6 +116,18 @@ void W_HLAC_Attack (void)
        CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
 
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
+
+       // 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_hlac_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
+                       self.hlac_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
+       }
 }
 
 void W_HLAC_Attack2f (void)
@@ -116,11 +177,6 @@ void W_HLAC_Attack2 (void)
 {
     float i;
 
-    if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-    {
-        self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_secondary_ammo;
-    }
-
     for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
         W_HLAC_Attack2f();
 
@@ -129,6 +185,18 @@ void W_HLAC_Attack2 (void)
                self.punchangle_x = random () - 0.5;
                self.punchangle_y = random () - 0.5;
        }
+
+       // 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_hlac_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
+                       self.hlac_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
+       }
 }
 
 // weapon frames
@@ -171,21 +239,37 @@ float w_hlac(float req)
         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+               if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
+                       W_Hlac_Reload();
+               else if (self.BUTTON_ATCK)
                {
-                       self.misc_bulletcounter = 0;
-                       W_HLAC_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+                       if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+                       {
+                               self.misc_bulletcounter = 0;
+                               W_HLAC_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+                       }
                }
 
-               if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
-               if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+               else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
                {
-                       W_HLAC_Attack2();
-                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+                       if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+                       {
+                               W_HLAC_Attack2();
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+                       }
                }
-
+        if(self.wish_reload)
+        {
+            if(self.switchweapon == self.weapon)
+            {
+                if(self.weaponentity.state == WS_READY)
+                {
+                    self.wish_reload = 0;
+                    W_Hlac_Reload();
+                }
+            }
+        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -196,11 +280,28 @@ float w_hlac(float req)
 
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_HLAC);
+               W_Hlac_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+       {
+               if(autocvar_g_balance_hlac_reload_ammo)
+                       return self.hlac_load >= autocvar_g_balance_hlac_primary_ammo;
+               else
+                       return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+       {
+               if(autocvar_g_balance_hlac_reload_ammo)
+                       return self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo;
+               else
+                       return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Hlac_Reload();
+       }
        return TRUE;
 };
 #endif