]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Seeker
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sat, 22 Jan 2011 13:35:35 +0000 (15:35 +0200)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sat, 22 Jan 2011 13:35:35 +0000 (15:35 +0200)
balanceXonotic.cfg
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/w_seeker.qc

index c2e5bee72484db2667b63f8da6ab818790b03f32..9c8c6c783137d99dc111b958ac52600ff0838629 100644 (file)
@@ -761,4 +761,6 @@ set g_balance_seeker_tag_lifetime 15
 set g_balance_seeker_tag_refire 0.7
 set g_balance_seeker_tag_speed 5000
 set g_balance_seeker_tag_spread 0
+set g_balance_seeker_reload_ammo 20
+set g_balance_seeker_reload_time 2
 // End new seeker
index bf4fa7a6f6449652fe46094c086a0a9033aa1da5..db7b12bd6249dea8d70e730115f773ee5e3388d0 100644 (file)
@@ -604,6 +604,8 @@ float autocvar_g_balance_seeker_tag_health;
 float autocvar_g_balance_seeker_tag_lifetime;
 float autocvar_g_balance_seeker_tag_refire;
 float autocvar_g_balance_seeker_tag_speed;
+float autocvar_g_balance_seeker_reload_ammo;
+float autocvar_g_balance_seeker_reload_time;
 float autocvar_g_balance_selfdamagepercent;
 float autocvar_g_balance_shotgun_primary_ammo;
 float autocvar_g_balance_shotgun_primary_animtime;
index 0cc4e1bb8f951b3f652f3ec324b60d63e205eab6..7a90c36c24fdff582b587c56234fac91ef408a0e 100644 (file)
@@ -899,6 +899,7 @@ void PutClientInServer (void)
                self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
                self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
                self.fireball_load = autocvar_g_balance_fireball_reload_ammo;
+               self.seeker_load = autocvar_g_balance_fireball_reload_ammo;
 
                if(inWarmupStage)
                {
index d9ab65b06ad1cce9f72862c19c48f477fd9a0e73..e251ace9b31411a563aaf5d1b0be69b676b26f05 100644 (file)
@@ -5,6 +5,60 @@ REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_TYPE_SPLA
 //.float proxytime; = autoswitch
 //.float tl; = wait
 
+.float seeker_load;
+
+void W_Seeker_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_seeker_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.seeker_load;
+               self.clip_size = autocvar_g_balance_seeker_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Seeker_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_seeker_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_rockets -= 1;
+       }
+       self.seeker_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_seeker_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Seeker_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_seeker_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_seeker_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_seeker_reload_time, W_Seeker_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void Seeker_Missile_Explode ()
 {
        self.event_damage = SUB_Null;
@@ -158,8 +212,17 @@ void Seeker_Fire_Missile(vector f_diff)
 {
        local entity missile;
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_missile_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_seeker_missile_ammo;
+                       self.seeker_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_seeker_missile_ammo;
+       }
 
        makevectors(self.v_angle);
        W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
@@ -294,8 +357,17 @@ void Seeker_Tag_Touch()
 void Seeker_Fire_Tag()
 {
        local entity missile;
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_tag_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_seeker_tag_ammo;
+                       self.seeker_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_seeker_tag_ammo;
+       }
 
        W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
 
@@ -353,8 +425,17 @@ void Seeker_Fire_Flac()
        vector f_diff;
        float c;
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_flac_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_seeker_flac_ammo;
+                       self.seeker_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_seeker_flac_ammo;
+       }
 
        c = mod(self.bulletcounter, 4);
        switch(c)
@@ -418,20 +499,38 @@ float w_seeker(float req)
 
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
+                       W_Seeker_Reload();
+
+               else if (self.BUTTON_ATCK)
+               {
                        if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
                        {
                                Seeker_Fire_Tag();
                                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready);
                        }
+               }
 
-               if (self.BUTTON_ATCK2)
+               else if (self.BUTTON_ATCK2)
+               {
                        if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire))
                        {
                                Seeker_Fire_Flac();
                                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
                        }
+               }
 
+        if(self.wish_reload)
+        {
+            if(self.switchweapon == self.weapon)
+            {
+                if(self.weaponentity.state == WS_READY)
+                {
+                    self.wish_reload = 0;
+                    W_Seeker_Reload();
+                }
+            }
+        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -443,11 +542,28 @@ float w_seeker(float req)
                precache_sound ("weapons/seeker_fire.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_SEEKER);
+               W_Seeker_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+                       return self.clip_load >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo;
+               else
+                       return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+                       return self.clip_load >= autocvar_g_balance_seeker_flac_ammo;
+               else
+                       return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Seeker_Reload();
+       }
        return TRUE;
 };
 #endif