]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_grenadelauncher.qc
Port new code to all weapons, part 2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_grenadelauncher.qc
index b46c091ce500bdb486b1a4d751dcbd0fc548f825..a3ba552b934c89cda7f9c94d4d8c88c2022c3bfc 100644 (file)
@@ -1,10 +1,33 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", "Mortar");
+REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar"))
 #else
 #ifdef SVQC
 .float gl_detonate_later;
 .float gl_bouncecnt;
 
+void W_GrenadeLauncher_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_grenadelauncher_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.weapon_load[WEP_GRENADE_LAUNCHER];
+               self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_GrenadeLauncher_Reload()
+{
+       self.reload_ammo_player = ammo_fuel;
+       self.reload_ammo_min = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo);
+       self.reload_ammo_amount = autocvar_g_balance_grenadelauncher_reload_ammo;
+       self.reload_time = autocvar_g_balance_grenadelauncher_reload_time;
+       self.reload_sound = "weapons/reload.wav";
+
+       W_Reload();
+}
+
 void W_Grenade_Explode (void)
 {
        if(other.takedamage == DAMAGE_AIM)
@@ -161,8 +184,18 @@ void W_Grenade_Attack (void)
 {
        local entity gren;
 
+       // 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_grenadelauncher_primary_ammo;
+       {
+               if(autocvar_g_balance_grenadelauncher_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
+                       self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
+       }
+
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
        w_shotdir = v_forward; // no TrueAim for grenades please
 
@@ -208,8 +241,18 @@ void W_Grenade_Attack2 (void)
 {
        local entity gren;
 
+       // 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_grenadelauncher_secondary_ammo;
+       {
+               if(autocvar_g_balance_grenadelauncher_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
+                       self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
+       }
+
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
        w_shotdir = v_forward; // no TrueAim for grenades please
 
@@ -260,6 +303,7 @@ float w_glauncher(float req)
 {
        entity nade;
        float nadefound;
+       float ammo_amount;
 
        if (req == WR_AIM)
        {
@@ -284,13 +328,17 @@ float w_glauncher(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
+               if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
+                       W_GrenadeLauncher_Reload();
+               else if (self.BUTTON_ATCK)
                {
-                       W_Grenade_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
+                       if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
+                       {
+                               W_Grenade_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
+                       }
                }
-               if (self.BUTTON_ATCK2)
+               else if (self.BUTTON_ATCK2)
                {
                        if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
                        {
@@ -326,13 +374,34 @@ float w_glauncher(float req)
                precache_sound ("weapons/grenade_bounce6.wav");
                precache_sound ("weapons/grenade_stick.wav");
                precache_sound ("weapons/grenade_fire.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_GRENADE_LAUNCHER);
+               W_GrenadeLauncher_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
+       {
+               ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+       {
+               ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+               return ammo_amount;
+       }
+       else if (req == WR_RESETPLAYER)
+       {
+               // all weapons must be fully loaded when we spawn
+               self.weapon_load[WEP_GRENADE_LAUNCHER] = autocvar_g_balance_grenadelauncher_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_GrenadeLauncher_Reload();
+       }
        return TRUE;
 };
 #endif
@@ -354,19 +423,19 @@ float w_glauncher(float req)
        else if (req == WR_SUICIDEMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s tried out his own grenade";
+                       w_deathtypestring = _("%s tried out his own grenade");
                else
-                       w_deathtypestring = "%s detonated";
+                       w_deathtypestring = _("%s detonated");
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SPLASH)
                        if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
-                               w_deathtypestring = "%s didn't see %s's grenade";
+                               w_deathtypestring = _("%s didn't see %s's grenade");
                        else // unchecked: SECONDARY
-                               w_deathtypestring = "%s almost dodged %s's grenade";
+                               w_deathtypestring = _("%s almost dodged %s's grenade");
                else // unchecked: SECONDARY, BOUNCE
-                       w_deathtypestring = "%s ate %s's grenade";
+                       w_deathtypestring = _("%s ate %s's grenade");
        }
        return TRUE;
 }