]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/w_grabber.qc
Don't allow one grabber firing button to block the other off
[voretournament/voretournament.git] / data / qcsrc / server / w_grabber.qc
index b1e4e13bb28ba2c135cb1db6e9053bd478b7c2ac..4e39d096dea0ea11ad30e0a2b2b73453146d14d0 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef REGISTER_WEAPON\r
-REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, 0, "grabber", "grabber", "Grabber");\r
+REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");\r
 #else\r
 .float dmg;\r
 .float dmg_edge;\r
@@ -49,8 +49,7 @@ void W_Grabber_Attack2()
                W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
        }\r
 \r
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
-               self.ammo_fuel = self.ammo_fuel - cvar("g_balance_grabber_secondary_ammo");\r
+       W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
 }\r
 \r
 void spawnfunc_weapon_grabber (void)\r
@@ -66,6 +65,7 @@ float w_grabber(float req)
                return FALSE;\r
        }\r
 \r
+       float ammo_amount;\r
        float grabbered_time_max, grabbered_fuel;\r
                \r
        if (req == WR_AIM)\r
@@ -74,30 +74,39 @@ float w_grabber(float req)
        }\r
        else if (req == WR_THINK)\r
        {\r
-               if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
+               grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
+               // forced reload\r
+               if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
+               && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked\r
                {\r
-                       if(time < self.weapon_delay)\r
-                               return FALSE;\r
-\r
-                       if(!self.grabber)\r
-                       if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
-                       if not(self.grabber_state & GRABBER_FIRING)\r
-                       if (time > self.grabber_refire)\r
-                       if (weapon_prepareattack(0, -1))\r
-                       {\r
-                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
-                                       self.ammo_fuel = self.ammo_fuel - cvar("g_balance_grabber_primary_ammo");\r
-                               self.grabber_state |= GRABBER_FIRING;\r
-                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);                               \r
-                       }\r
+                       if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
+                               weapon_action(self.weapon, WR_RELOAD);\r
                }\r
-\r
-               if (self.BUTTON_ATCK2)\r
+               else\r
                {\r
-                       if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+                       if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
                        {\r
-                               W_Grabber_Attack2();\r
-                               weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+                               if(time < self.weapon_delay)\r
+                                       return FALSE;\r
+\r
+                               if(!self.grabber)\r
+                               if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
+                               if not(self.grabber_state & GRABBER_FIRING)\r
+                               if (time > self.grabber_refire)\r
+                               if (weapon_prepareattack(0, -1))\r
+                               {\r
+                                       W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
+                                       self.grabber_state |= GRABBER_FIRING;\r
+                                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);                               \r
+                               }\r
+                       }\r
+                       if (self.BUTTON_ATCK2)\r
+                       {\r
+                               if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+                               {\r
+                                       W_Grabber_Attack2();\r
+                                       weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+                               }\r
                        }\r
                }\r
 \r
@@ -119,8 +128,7 @@ float w_grabber(float req)
                                if ( time > self.grabber_time_grabbered + grabbered_time_max )\r
                                        self.grabber_state |= GRABBER_REMOVING;\r
                        }\r
-                       \r
-                       grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
+\r
                        if (grabbered_fuel > 0)\r
                        {\r
                                if ( time > self.grabber_time_fueldecrease )\r
@@ -129,13 +137,12 @@ float w_grabber(float req)
                                        {\r
                                                if ( self.ammo_fuel >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
                                                {\r
-                                                       self.ammo_fuel -= (time - self.grabber_time_fueldecrease) * grabbered_fuel;\r
+                                                       W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));\r
                                                        self.grabber_time_fueldecrease = time;\r
                                                        // decrease next frame again\r
                                                }\r
                                                else\r
                                                {\r
-                                                       self.ammo_fuel = 0;\r
                                                        self.grabber_state |= GRABBER_REMOVING;\r
                                                        W_SwitchWeapon_Force(self, w_getbestweapon(self));\r
                                                }\r
@@ -183,22 +190,38 @@ float w_grabber(float req)
                precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
                precache_sound ("weapons/grabber_fire.wav");\r
                precache_sound ("weapons/grabber_altfire.wav");\r
+               precache_sound ("weapons/reload.wav");\r
        }\r
        else if (req == WR_SETUP)\r
        {\r
                weapon_setup(WEP_GRABBER);\r
                self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
+               self.current_ammo = ammo_fuel;\r
        }\r
        else if (req == WR_CHECKAMMO1)\r
        {\r
                if(self.grabber)\r
-                       return self.ammo_fuel > 0;\r
+               {\r
+                       ammo_amount = self.ammo_fuel > 0;\r
+                       ammo_amount += self.weapon_load[WEP_GRABBER] > 0;\r
+               }\r
                else\r
-                       return self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
+               {\r
+                       ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
+                       ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
+               }\r
+               return ammo_amount;\r
        }\r
        else if (req == WR_CHECKAMMO2)\r
        {\r
-               return self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
+               ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
+               ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
+               return ammo_amount;\r
+       }\r
+       else if (req == WR_RELOAD)\r
+       {\r
+               self.grabber_state |= GRABBER_REMOVING;\r
+               W_Reload(min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo")), cvar("g_balance_grabber_reload_ammo"), cvar("g_balance_grabber_reload_time"), "weapons/reload.wav");\r
        }\r
        else if (req == WR_SUICIDEMESSAGE)\r
                w_deathtypestring = "did the impossible";\r