]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_nex.qc
adjust for fteqcc changes (these are safe, hope the new fteqcc still works)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
index e4870cac83bddfc99c67cecf7657f6906d6cf937..802298912d96eb774796b893d222705f92eeb754 100644 (file)
@@ -3,17 +3,6 @@ REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE |
 #else
 #ifdef SVQC
 
-void W_Nex_Reload()
-{
-       self.reload_ammo_player = ammo_cells;
-       self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo);
-       self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo;
-       self.reload_time = autocvar_g_balance_nex_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 void SendCSQCNexBeamParticle(float charge) {
        vector v;
        v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
@@ -67,10 +56,10 @@ void W_Nex_Attack (float issecondary)
        mydmg *= charge;
        myforce *= charge;
 
-       W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
+       W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
        if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
        {
-               sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
+               sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
        }
 
        yoda = 0;
@@ -86,17 +75,7 @@ void W_Nex_Attack (float issecondary)
        if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
                Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
 
-       // 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_nex_reload_ammo)
-               {
-                       self.clip_load -= myammo;
-                       self.weapon_load[WEP_NEX] = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= myammo;
-       }
+       W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo);
 }
 
 void spawnfunc_weapon_nex (void); // defined in t_items.qc
@@ -108,8 +87,13 @@ float w_nex(float req)
        float ammo_amount;
        if (req == WR_AIM)
        {
-               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
-               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
+               if(bot_aim(1000000, 0, 1, FALSE))
+                       self.BUTTON_ATCK = TRUE;
+               else
+               {
+                       if(autocvar_g_balance_nex_charge)
+                               self.BUTTON_ATCK2 = TRUE;
+               }
        }
        else if (req == WR_THINK)
        {
@@ -125,7 +109,7 @@ float w_nex(float req)
                        }
 
                if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
-                       W_Nex_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else
                {
                        if (self.BUTTON_ATCK)
@@ -136,7 +120,7 @@ float w_nex(float req)
                                        weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
                                }
                        }
-                       if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
+                       if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
                        {
                                if(autocvar_g_balance_nex_secondary_charge)
                                {
@@ -177,7 +161,7 @@ float w_nex(float req)
                                                                                {
                                                                                        self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
                                                                                }
-                                                                               self.weapon_load[WEP_NEX] = self.clip_load;
+                                                                               self.(weapon_load[WEP_NEX]) = self.clip_load;
                                                                        }
                                                                        else
                                                                        {
@@ -210,20 +194,6 @@ float w_nex(float req)
                                }
                        }
                }
-
-               if(autocvar_g_balance_nex_charge)
-               {
-                       self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
-                       self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
-                       self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
-
-                       if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
-                       {
-                               self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
-                               self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
-                               self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
-                       }
-               }
        }
        else if (req == WR_PRECACHE)
        {
@@ -236,28 +206,29 @@ float w_nex(float req)
                precache_sound ("weapons/nexwhoosh1.wav");
                precache_sound ("weapons/nexwhoosh2.wav");
                precache_sound ("weapons/nexwhoosh3.wav");
-               precache_sound ("weapons/reload.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_NEX);
+               self.current_ammo = ammo_cells;
        }
        else if (req == WR_CHECKAMMO1)
        {
                ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
-               ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo);
+               ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_primary_ammo);
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                // don't allow charging if we don't have enough ammo
                ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
-               ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
+               ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;
                return ammo_amount;
        }
        else if (req == WR_RELOAD)
        {
-               W_Nex_Reload();
+               W_Reload(min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
        }
 
        return TRUE;
@@ -272,14 +243,14 @@ float w_nex(float req)
                org2 = w_org + w_backoff * 6;
                pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
                if(!w_issilent)
-                       sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
        }
        else if(req == WR_PRECACHE)
        {
                precache_sound("weapons/neximpact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = _("%s did the impossible");
+               w_deathtypestring = _("%s is now thinking with portals");
        else if (req == WR_KILLMESSAGE)
                w_deathtypestring = _("%s has been vaporized by %s");
        return TRUE;