]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_minstanex.qc
Fix shotgun reloading
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_minstanex.qc
index b7adc5207a7b8ecd0c75aec1a1a15e925a089e9b..47ed37d200d9a844ba2af50eac44926186459338 100644 (file)
@@ -2,16 +2,42 @@
 REGISTER_WEAPON(
 /* WEP_##id */ MINSTANEX,
 /* function */ w_minstanex,
-/* ammotype */ IT_CELLS,
+/* ammotype */ ammo_cells,
 /* impulse  */ 7,
 /* flags    */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
 /* rating   */ BOT_PICKUP_RATING_HIGH,
 /* model    */ "minstanex",
 /* netname  */ "minstanex",
-/* fullname */ _("MinstaNex")
+/* fullname */ _("Vaporizer")
 );
 
+#define MINSTANEX_SETTINGS(w_cvar,w_prop) MINSTANEX_SETTINGS_LIST(w_cvar, w_prop, MINSTANEX, minstanex)
+#define MINSTANEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, PRI, ammo) \
+       w_cvar(id, sn, PRI, animtime) \
+       w_cvar(id, sn, PRI, refire) \
+       w_cvar(id, sn, SEC, ammo) \
+       w_cvar(id, sn, SEC, animtime) \
+       w_cvar(id, sn, SEC, damage) \
+       w_cvar(id, sn, SEC, delay) \
+       w_cvar(id, sn, SEC, edgedamage) \
+       w_cvar(id, sn, SEC, force) \
+       w_cvar(id, sn, SEC, lifetime) \
+       w_cvar(id, sn, SEC, radius) \
+       w_cvar(id, sn, SEC, refire) \
+       w_cvar(id, sn, SEC, shotangle) \
+       w_cvar(id, sn, SEC, speed) \
+       w_cvar(id, sn, SEC, spread) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+
 #ifdef SVQC
+MINSTANEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float minstanex_lasthit;
 .float jump_interval;
 #endif
@@ -79,7 +105,7 @@ void W_MinstaNex_Attack (void)
                        break;
        }
        
-       W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
+       W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo)));
 }
 
 float w_minstanex(float req)
@@ -88,32 +114,32 @@ float w_minstanex(float req)
        float minstanex_ammo;
 
        // now multiple WR_s use this
-       minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
+       minstanex_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(minstanex, ammo));
 
        switch(req)
        {
                case WR_AIM:
                {
-                       if(self.ammo_cells > 0)
+                       if(self.AMMO_VAL(WEP_MINSTANEX) > 0)
                                self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
                        else
-                               self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
+                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(minstanex, speed), 0, WEP_CVAR_SEC(minstanex, lifetime), FALSE); // WEAPONTODO: replace with proper minstanex cvars
                                
                        return TRUE;
                }
                case WR_THINK:
                {
                        // if the laser uses load, we also consider its ammo for reloading
-                       if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload
+                       if(WEP_CVAR(minstanex, reload_ammo) && WEP_CVAR_SEC(minstanex, ammo) && self.clip_load < min(minstanex_ammo, WEP_CVAR_SEC(minstanex, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
+                       else if(WEP_CVAR(minstanex, reload_ammo) && self.clip_load < minstanex_ammo) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
                        else if (self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
+                               if (weapon_prepareattack(0, WEP_CVAR_PRI(minstanex, refire)))
                                {
                                        W_MinstaNex_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready);
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(minstanex, animtime), w_ready);
                                }
                        }
                        else if (self.BUTTON_ATCK2)
@@ -122,21 +148,31 @@ float w_minstanex(float req)
                                if (weapon_prepareattack(1, -1))
                                {
                                        // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
-                                       self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
+                                       self.jump_interval = time + WEP_CVAR_SEC(minstanex, refire) * W_WeaponRateFactor();
                                        
                                        // decrease ammo for the laser?
-                                       if(autocvar_g_balance_minstanex_laser_ammo)
-                                               W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
+                                       if(WEP_CVAR_SEC(minstanex, ammo))
+                                               W_DecreaseAmmo(WEP_CVAR_SEC(minstanex, ammo));
 
                                        // ugly minstagib hack to reuse the fire mode of the laser
                                        float w;
                                        w = self.weapon;
-                                       self.weapon = WEP_LASER;
-                                       W_Laser_Shockwave();
+                                       self.weapon = WEP_BLASTER;
+                                       W_Blaster_Attack(
+                                               WEP_CVAR_SEC(minstanex, shotangle),
+                                               WEP_CVAR_SEC(minstanex, damage),
+                                               WEP_CVAR_SEC(minstanex, edgedamage),
+                                               WEP_CVAR_SEC(minstanex, radius),
+                                               WEP_CVAR_SEC(minstanex, force),
+                                               WEP_CVAR_SEC(minstanex, speed),
+                                               WEP_CVAR_SEC(minstanex, spread),
+                                               WEP_CVAR_SEC(minstanex, delay),
+                                               WEP_CVAR_SEC(minstanex, lifetime)
+                                       );
                                        self.weapon = w;
                                        
                                        // now do normal refire
-                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(minstanex, animtime), w_ready);
                                }
                        }
                        
@@ -144,37 +180,43 @@ float w_minstanex(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/nexflash.md3");
-                       precache_model ("models/weapons/g_minstanex.md3");
-                       precache_model ("models/weapons/v_minstanex.md3");
-                       precache_model ("models/weapons/h_minstanex.iqm");
-                       precache_sound ("weapons/minstanexfire.wav");
-                       precache_sound ("weapons/nexwhoosh1.wav");
-                       precache_sound ("weapons/nexwhoosh2.wav");
-                       precache_sound ("weapons/nexwhoosh3.wav");
-                       W_Laser(WR_INIT);
+                       precache_model("models/nexflash.md3");
+                       precache_model("models/weapons/g_minstanex.md3");
+                       precache_model("models/weapons/v_minstanex.md3");
+                       precache_model("models/weapons/h_minstanex.iqm");
+                       precache_sound("weapons/minstanexfire.wav");
+                       precache_sound("weapons/nexwhoosh1.wav");
+                       precache_sound("weapons/nexwhoosh2.wav");
+                       precache_sound("weapons/nexwhoosh3.wav");
+                       //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
+                       MINSTANEX_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_SETUP:
                {
-                       self.current_ammo = ammo_cells;
+                       self.current_ammo = AMMO_VAL(WEP_MINSTANEX);
                        self.minstanex_lasthit = 0;
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_cells >= minstanex_ammo;
+                       ammo_amount = self.AMMO_VAL(WEP_MINSTANEX) >= minstanex_ammo;
                        ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= minstanex_ammo;
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
-                       if(!autocvar_g_balance_minstanex_laser_ammo)
+                       if(!WEP_CVAR_SEC(minstanex, ammo))
                                return TRUE;
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
-                       ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= autocvar_g_balance_minstanex_laser_ammo;
+                       ammo_amount = self.AMMO_VAL(WEP_MINSTANEX) >= WEP_CVAR_SEC(minstanex, ammo);
+                       ammo_amount += self.(weapon_load[WEP_MINSTANEX]) >= WEP_CVAR_SEC(minstanex, ammo);
                        return ammo_amount;
                }
+               case WR_CONFIG:
+               {
+                       MINSTANEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
                case WR_RESETPLAYER:
                {
                        self.minstanex_lasthit = 0;
@@ -183,8 +225,8 @@ float w_minstanex(float req)
                case WR_RELOAD:
                {
                        float used_ammo;
-                       if(autocvar_g_balance_minstanex_laser_ammo)
-                               used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
+                       if(WEP_CVAR_SEC(minstanex, ammo))
+                               used_ammo = min(minstanex_ammo, WEP_CVAR_SEC(minstanex, ammo));
                        else
                                used_ammo = minstanex_ammo;