]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_nex.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
index 61f4dc2929feacf92f54270c8c185171aac8e666..a27cffadc9196621fdfa74aecc5356d1fba27a37 100644 (file)
@@ -1,7 +1,63 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", "Nex");
+REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
 #else
 #ifdef SVQC
+
+// weapon load persistence, for weapons that support reloading
+.float nex_load;
+
+void W_Nex_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_nex_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.nex_load;
+               self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Nex_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_nex_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.nex_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Nex_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_nex_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_nex_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void SendCSQCNexBeamParticle(float charge) {
        vector v;
        v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
@@ -21,33 +77,34 @@ void W_Nex_Attack (float issecondary)
        float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
        if(issecondary)
        {
-               mydmg = cvar("g_balance_nex_secondary_damage");
-               myforce = cvar("g_balance_nex_secondary_force");
-               mymindist = cvar("g_balance_nex_secondary_damagefalloff_mindist");
-               mymaxdist = cvar("g_balance_nex_secondary_damagefalloff_maxdist");
-               myhalflife = cvar("g_balance_nex_secondary_damagefalloff_halflife");
-               myforcehalflife = cvar("g_balance_nex_secondary_damagefalloff_forcehalflife");
-               myammo = cvar("g_balance_nex_secondary_ammo");
+               mydmg = autocvar_g_balance_nex_secondary_damage;
+               myforce = autocvar_g_balance_nex_secondary_force;
+               mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
+               mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
+               myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
+               myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
+               myammo = autocvar_g_balance_nex_secondary_ammo;
        }
        else
        {
-               mydmg = cvar("g_balance_nex_primary_damage");
-               myforce = cvar("g_balance_nex_primary_force");
-               mymindist = cvar("g_balance_nex_primary_damagefalloff_mindist");
-               mymaxdist = cvar("g_balance_nex_primary_damagefalloff_maxdist");
-               myhalflife = cvar("g_balance_nex_primary_damagefalloff_halflife");
-               myforcehalflife = cvar("g_balance_nex_primary_damagefalloff_forcehalflife");
-               myammo = cvar("g_balance_nex_primary_ammo");
+               mydmg = autocvar_g_balance_nex_primary_damage;
+               myforce = autocvar_g_balance_nex_primary_force;
+               mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
+               mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
+               myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
+               myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
+               myammo = autocvar_g_balance_nex_primary_ammo;
        }
 
        float flying;
        flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
 
-       if(cvar("g_balance_nex_charge"))
+       if(autocvar_g_balance_nex_charge)
        {
-               charge = cvar("g_balance_nex_charge_mindmg") / mydmg + (1 - cvar("g_balance_nex_charge_mindmg") / mydmg) * self.nex_charge;
-               self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
-                                                                                // O RLY? -- divVerent
+               charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
+               self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
+               // O RLY? -- divVerent
+               // YA RLY -- FruitieX
        }
        else
                charge = 1;
@@ -55,6 +112,10 @@ void W_Nex_Attack (float issecondary)
        myforce *= charge;
 
        W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
+       if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // 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_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
+       }
 
        yoda = 0;
        FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
@@ -64,21 +125,31 @@ void W_Nex_Attack (float issecondary)
 
        //beam and muzzle flash done on client
        SendCSQCNexBeamParticle(charge);
-       
+
        // flash and burn the wall
        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)
-               self.ammo_cells = self.ammo_cells - myammo;
+       {
+               if(autocvar_g_balance_nex_reload_ammo)
+               {
+                       self.clip_load -= myammo;
+                       self.nex_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= myammo;
+       }
 }
 
 void spawnfunc_weapon_nex (void); // defined in t_items.qc
 
-.float nex_charge_pool_pauseregen_finished;
+.float nex_chargepool_pauseregen_finished;
 float w_nex(float req)
 {
        float dt;
+       float ammo_amount;
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
@@ -86,75 +157,117 @@ float w_nex(float req)
        }
        else if (req == WR_THINK)
        {
-               if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
-                       self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
+               if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
+                       self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
 
-               if(cvar("g_balance_nex_secondary_charge_pool"))
-               if(self.nex_charge_pool_ammo < 1)
-               {
-                       if(self.nex_charge_pool_pauseregen_finished < time)
-                               self.nex_charge_pool_ammo = min(1, self.nex_charge_pool_ammo + cvar("g_balance_nex_secondary_charge_pool_regen") * frametime / W_TICSPERFRAME);
-                       self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_nex_secondary_charge_pool_pause_health_regen"));
-               }
+               if(autocvar_g_balance_nex_secondary_chargepool)
+                       if(self.nex_chargepool_ammo < 1)
+                       {
+                               if(self.nex_chargepool_pauseregen_finished < time)
+                                       self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
+                               self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
+                       }
 
-               if (self.BUTTON_ATCK)
+               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();
+               else
                {
-                       if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
+                       if (self.BUTTON_ATCK)
                        {
-                               W_Nex_Attack(0);
-                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
+                               if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
+                               {
+                                       W_Nex_Attack(0);
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
+                               }
                        }
-               }
-               if (self.BUTTON_ATCK2)
-               {
-                       if(cvar("g_balance_nex_secondary_charge"))
+                       if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
                        {
-                               self.nex_charge_rottime = time + cvar("g_balance_nex_charge_rot_pause");
-                               dt = frametime / W_TICSPERFRAME;
-
-                               if(cvar("g_balance_nex_secondary_charge_pool"))
+                               if(autocvar_g_balance_nex_secondary_charge)
                                {
-                                       if(cvar("g_balance_nex_secondary_ammo"))
+                                       self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
+                                       dt = frametime / W_TICSPERFRAME;
+
+                                       if(self.nex_charge < 1)
                                        {
-                                               // always deplete if secondary is held
-                                               self.nex_charge_pool_ammo = max(0, self.nex_charge_pool_ammo - cvar("g_balance_nex_secondary_ammo") * dt);
+                                               if(autocvar_g_balance_nex_secondary_chargepool)
+                                               {
+                                                       if(autocvar_g_balance_nex_secondary_ammo)
+                                                       {
+                                                               // always deplete if secondary is held
+                                                               self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
 
-                                               dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
-                                               self.nex_charge_pool_pauseregen_finished = time + cvar("g_balance_nex_secondary_charge_pool_pause_regen");
-                                               dt = min(dt, self.nex_charge_pool_ammo);
-                                               dt = max(0, dt);
+                                                               dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+                                                               self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
+                                                               dt = min(dt, self.nex_chargepool_ammo);
+                                                               dt = max(0, dt);
 
-                                               self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
-                                       }
-                               }
+                                                               self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+                                                       }
+                                               }
 
-                               else if(cvar("g_balance_nex_secondary_ammo"))
-                               {
-                                       if(self.nex_charge < 1)
-                                       {
-                                               dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
-                                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                               else if(autocvar_g_balance_nex_secondary_ammo)
                                                {
-                                                       dt = min(dt, (self.ammo_cells - cvar("g_balance_nex_primary_ammo")) / cvar("g_balance_nex_secondary_ammo"));
-                                                       dt = max(0, dt);
-                                                       if(dt > 0)
+                                                       if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
                                                        {
-                                                               self.ammo_cells = max(cvar("g_balance_nex_secondary_ammo"), self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * dt);
+                                                               dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+                                                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                                               {
+                                                                       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+                                                                       if(autocvar_g_balance_nex_reload_ammo)
+                                                                       {
+                                                                               dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
+                                                                               dt = max(0, dt);
+                                                                               if(dt > 0)
+                                                                               {
+                                                                                       self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
+                                                                               }
+                                                                               self.nex_load = self.clip_load;
+                                                                       }
+                                                                       else
+                                                                       {
+                                                                               dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
+                                                                               dt = max(0, dt);
+                                                                               if(dt > 0)
+                                                                               {
+                                                                                       self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
+                                                                               }
+                                                                       }
+                                                               }
+                                                               self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
                                                        }
                                                }
-                                               self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
+
+                                               else
+                                               {
+                                                       dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+                                                       self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+                                               }
                                        }
                                }
-                       }
-                       else if(cvar("g_balance_nex_secondary"))
-                       {
-                               if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
+                               else if(autocvar_g_balance_nex_secondary)
                                {
-                                       W_Nex_Attack(1);
-                                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
+                                       if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
+                                       {
+                                               W_Nex_Attack(1);
+                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
+                                       }
                                }
                        }
                }
+
+               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_limit);
+                       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_limit);
+                       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_limit);
+
+                       if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
+                       {
+                               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_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+                               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_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+                               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_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+                       }
+               }
        }
        else if (req == WR_PRECACHE)
        {
@@ -163,16 +276,40 @@ float w_nex(float req)
                precache_model ("models/weapons/v_nex.md3");
                precache_model ("models/weapons/h_nex.iqm");
                precache_sound ("weapons/nexfire.wav");
+               precache_sound ("weapons/nexcharge.wav");
                precache_sound ("weapons/nexwhoosh1.wav");
                precache_sound ("weapons/nexwhoosh2.wav");
                precache_sound ("weapons/nexwhoosh3.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_NEX);
+               W_Nex_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
+       {
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
+               ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_primary_ammo);
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_cells >= cvar("g_balance_nex_primary_ammo"); // don't allow charging if we don't have enough ammo
+       {
+               // don't allow charging if we don't have enough ammo
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
+               ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_secondary_ammo);
+               return ammo_amount;
+       }
+       else if (req == WR_RESETPLAYER)
+       {
+               // all weapons must be fully loaded when we spawn
+               self.nex_load = autocvar_g_balance_nex_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Nex_Reload();
+       }
+
        return TRUE;
 };
 #endif
@@ -192,9 +329,9 @@ float w_nex(float req)
                precache_sound("weapons/neximpact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s did the impossible";
+               w_deathtypestring = _("%s did the impossible");
        else if (req == WR_KILLMESSAGE)
-               w_deathtypestring = "%s has been vaporized by %s";
+               w_deathtypestring = _("%s has been vaporized by %s");
        return TRUE;
 }
 #endif