]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_laser.qc
Share the final reload code that comes to mind. The reload code is for the most part...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
index 7d2ac54448e60a68d01463d07dde1c1b78df45a3..3f902ac948b3aa1a9a33cd38ba28d50c82bf5c78 100644 (file)
@@ -1,52 +1,18 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
+REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
 #else
 #ifdef SVQC
 void(float imp) W_SwitchWeapon;
 
-void W_Laser_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_laser_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.laser_load;
-               self.clip_size = autocvar_g_balance_laser_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_Laser_ReloadedAndReady()
-{
-       float t;
-
-       self.clip_load = autocvar_g_balance_laser_reload_ammo; // maximum load since this weapon uses no ammo
-       self.laser_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_laser_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
 void W_Laser_Reload()
 {
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_laser_reload_ammo)
-               return;
+       self.(self.reload_ammo_player) = 1;
+       self.reload_ammo_min = 0;
+       self.reload_ammo_amount = autocvar_g_balance_laser_reload_ammo;
+       self.reload_time = autocvar_g_balance_laser_reload_time;
+       self.reload_sound = "weapons/reload.wav";
 
-       if(!W_ReloadCheck(1, 0))
-               return;
-
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_laser_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_laser_reload_time, W_Laser_ReloadedAndReady);
-
-       self.clip_load = -1;
+       W_Reload();
 }
 
 void W_Laser_Touch (void)
@@ -283,7 +249,7 @@ float w_laser(float req)
                                        if(autocvar_g_balance_laser_reload_ammo)
                                        {
                                                self.clip_load -= 1;
-                                               self.laser_load = self.clip_load;
+                                               self.weapon_load[WEP_LASER] = self.clip_load;
                                        }
                                }
 
@@ -301,7 +267,7 @@ float w_laser(float req)
                                        if(autocvar_g_balance_laser_reload_ammo)
                                        {
                                                self.clip_load -= 1;
-                                               self.laser_load = self.clip_load;
+                                               self.weapon_load[WEP_LASER] = self.clip_load;
                                        }
                                }
 
@@ -330,14 +296,19 @@ float w_laser(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_LASER);
-               W_Laser_SetAmmoCounter();
        }
        else if (req == WR_CHECKAMMO1)
+       {
                return TRUE;
+       }
        else if (req == WR_CHECKAMMO2)
+       {
                return TRUE;
+       }
        else if (req == WR_RELOAD)
+       {
                W_Laser_Reload();
+       }
        return TRUE;
 };
 #endif
@@ -357,13 +328,13 @@ float w_laser(float req)
                precache_sound("weapons/laserimpact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s lasered themself to hell";
+               w_deathtypestring = _("%s lasered themself to hell");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH
+                       w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH
                else
-                       w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH
+                       w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH
        }
        return TRUE;
 }