]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_uzi.qc
adjust for fteqcc changes (these are safe, hope the new fteqcc still works)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
index b30cf2dd19559c91c3bf4c5f611b8e4e64be5e7c..71ea1f6f6710d33f25dd833324c15f824fbe8a79 100644 (file)
@@ -3,20 +3,9 @@ REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE |
 #else
 #ifdef SVQC
 
-void W_UZI_Reload()
-{
-       self.reload_ammo_player = ammo_nails;
-       self.reload_ammo_min = min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo);
-       self.reload_ammo_amount = autocvar_g_balance_uzi_reload_ammo;
-       self.reload_time = autocvar_g_balance_uzi_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 // leilei's fancy muzzleflash stuff
-void UZI_Flash_Go() 
-{      
+void UZI_Flash_Go()
+{
        self.frame = self.frame + 2;
        self.scale = self.scale * 0.5;
        self.alpha = self.alpha - 0.25;
@@ -26,20 +15,20 @@ void UZI_Flash_Go()
        {
                self.think = SUB_Remove;
                self.nextthink = time;
-               self.owner.muzzle_flash = world;
+               self.realowner.muzzle_flash = world;
                return;
        }
-       
+
 }
 
 void UziFlash()
-{      
+{
        if (self.muzzle_flash == world)
-               self.muzzle_flash = spawn();    
-       
+               self.muzzle_flash = spawn();
+
        // muzzle flash for 1st person view
        setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
-       
+
        self.muzzle_flash.scale = 0.75;
        self.muzzle_flash.think = UZI_Flash_Go;
        self.muzzle_flash.nextthink = time + 0.02;
@@ -47,12 +36,12 @@ void UziFlash()
        self.muzzle_flash.alpha = 0.75;
        self.muzzle_flash.angles_z = random() * 180;
        self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       self.muzzle_flash.owner = self;
+       self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
 }
 
 void W_UZI_Attack (float deathtype)
 {
-       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
        if (!g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
@@ -77,25 +66,10 @@ void W_UZI_Attack (float deathtype)
        if (autocvar_g_casings >= 2)
                SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, 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_uzi_reload_ammo)
-               {
-                       if (self.misc_bulletcounter == 1)
-                               self.clip_load -= autocvar_g_balance_uzi_first_ammo;
-                       else
-                               self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
-                       self.weapon_load[WEP_UZI] = self.clip_load;
-               }
-               else
-               {
-                       if (self.misc_bulletcounter == 1)
-                               self.ammo_nails -= autocvar_g_balance_uzi_first_ammo;
-                       else
-                               self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
-               }
-       }
+       if (self.misc_bulletcounter == 1)
+               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
+       else
+               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
 }
 
 // weapon frames
@@ -109,6 +83,7 @@ void uzi_fire1_02()
        if (self.BUTTON_ATCK)
        {
                if (!weapon_action(self.weapon, WR_CHECKAMMO2))
+               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
@@ -127,74 +102,65 @@ void uzi_mode1_fire_auto()
 {
        float uzi_spread;
 
-       // 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_uzi_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
-                       self.weapon_load[WEP_UZI] = self.clip_load;
-               }
-               else
-                       self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
-       }
-       
-       if (self.BUTTON_ATCK)
-               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
-       else
+       if (!self.BUTTON_ATCK)
        {
-               ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
-               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
+               w_ready();
                return;
        }
 
        if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        {
                W_SwitchWeapon_Force(self, w_getbestweapon(self));
                w_ready();
                return;
        }
-       
-       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+
+       W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
+
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
        if (!g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
                self.punchangle_y = random () - 0.5;
        }
-       
+
        uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max);
        fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
        endFireBallisticBullet();
-       
+
        self.misc_bulletcounter = self.misc_bulletcounter + 1;
-       
+
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        UziFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-       
+
        if (autocvar_g_casings >= 2) // casing code
                SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+
+       ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
+       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
 }
 
 void uzi_mode1_fire_burst()
 {
-       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
        if (!g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
                self.punchangle_y = random () - 0.5;
        }
-       
+
        fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
        endFireBallisticBullet();
-       
-       
+
+
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        UziFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-       
+
        if (autocvar_g_casings >= 2) // casing code
                SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
 
@@ -208,7 +174,7 @@ void uzi_mode1_fire_burst()
        {
                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
        }
-               
+
 }
 
 void spawnfunc_weapon_machinegun(); // defined in t_items.qc
@@ -226,37 +192,28 @@ float w_uzi(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
-                       W_UZI_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if(autocvar_g_balance_uzi_mode == 1)
                {
                        if (self.BUTTON_ATCK)
                        if (weapon_prepareattack(0, 0))
-                       {                               
+                       {
                                self.misc_bulletcounter = 0;
                                uzi_mode1_fire_auto();
                        }
-                       
+
                        if(self.BUTTON_ATCK2)
                        if(weapon_prepareattack(1, 0))
                        {
                                if (!weapon_action(self.weapon, WR_CHECKAMMO2))
+                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                                {
                                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                                        w_ready();
                                        return FALSE;
                                }
 
-                               // 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_uzi_reload_ammo)
-                                       {
-                                               self.clip_load -= autocvar_g_balance_uzi_burst_ammo;
-                                               self.weapon_load[WEP_UZI] = self.clip_load;
-                                       }
-                                       else
-                                               self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo;
-                               }
+                               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
 
                                self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
                                uzi_mode1_fire_burst();
@@ -264,7 +221,7 @@ float w_uzi(float req)
                }
                else
                {
-                       
+
                        if (self.BUTTON_ATCK)
                        if (weapon_prepareattack(0, 0))
                        {
@@ -289,11 +246,12 @@ float w_uzi(float req)
                precache_model ("models/weapons/v_uzi.md3");
                precache_model ("models/weapons/h_uzi.iqm");
                precache_sound ("weapons/uzi_fire.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_UZI);
+               self.current_ammo = ammo_nails;
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -305,9 +263,9 @@ float w_uzi(float req)
                if(autocvar_g_balance_uzi_reload_ammo)
                {
                        if(autocvar_g_balance_uzi_mode == 1)
-                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_sustained_ammo;
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_sustained_ammo;
                        else
-                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
                }
                return ammo_amount;
        }
@@ -321,15 +279,15 @@ float w_uzi(float req)
                if(autocvar_g_balance_uzi_reload_ammo)
                {
                        if(autocvar_g_balance_uzi_mode == 1)
-                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_burst_ammo;
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_burst_ammo;
                        else
-                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
                }
                return ammo_amount;
        }
        else if (req == WR_RELOAD)
        {
-               W_UZI_Reload();
+               W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -344,11 +302,11 @@ float w_uzi(float req)
                pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
                if(!w_issilent)
                        if(w_random < 0.05)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
                        else if(w_random < 0.1)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
                        else if(w_random < 0.2)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
        }
        else if(req == WR_PRECACHE)
        {
@@ -357,7 +315,7 @@ float w_uzi(float req)
                precache_sound("weapons/ric3.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)
        {
                if(w_deathtype & HITTYPE_SECONDARY)