]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hlac.qc
Merge remote-tracking branch 'origin/fruitiex/disable-shootanim'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hlac.qc
index 5385101e7e299381041b80c7e6b972eb8dff8f1f..7b474d6956f04f09ac86e80d45509a60f422b471 100644 (file)
@@ -1,62 +1,8 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
+REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
 #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;
@@ -76,6 +22,8 @@ void W_HLAC_Attack (void)
        local entity missile;
     float spread;
 
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_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)
@@ -116,18 +64,6 @@ 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)
@@ -177,6 +113,8 @@ void W_HLAC_Attack2 (void)
 {
     float i;
 
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
+
     for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
         W_HLAC_Attack2f();
 
@@ -185,18 +123,6 @@ 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
@@ -211,6 +137,7 @@ void HLAC_fire1_02()
        if (self.BUTTON_ATCK)
        {
                if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
@@ -235,12 +162,13 @@ void spawnfunc_weapon_hlac (void)
 
 float w_hlac(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
         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(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();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
@@ -259,17 +187,6 @@ float w_hlac(float req)
                                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)
        {
@@ -277,30 +194,29 @@ float w_hlac(float req)
                precache_model ("models/weapons/v_hlac.md3");
                precache_model ("models/weapons/h_hlac.iqm");
                precache_sound ("weapons/lasergun_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_HLAC);
-               W_Hlac_SetAmmoCounter();
+               self.current_ammo = ammo_cells;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               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;
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_primary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
-               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;
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_secondary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_RELOAD)
        {
-               W_Hlac_Reload();
+               W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -321,9 +237,9 @@ float w_hlac(float req)
                precache_sound("weapons/laserimpact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s should have used a smaller gun";
+               w_deathtypestring = _("%s should have used a smaller gun");
        else if (req == WR_KILLMESSAGE)
-               w_deathtypestring = "%s was cut down by %s";
+               w_deathtypestring = _("%s was cut down by %s");
        return TRUE;
 }
 #endif