]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hlac.qc
Move weapon load floats in defs.qh, rather than in each weapon file. Necessary to...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hlac.qc
index e3d3cb991883e1f209cb666712a89a3110f3693e..bdbb88bc67337b0b86ac05bae959360e00761749 100644 (file)
@@ -1,26 +1,70 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", "Heavy Laser Assault Cannon");
+REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
 #else
 #ifdef SVQC
-.float HLAC_bulletcounter;
-void W_HLAC_Touch (void)
+
+void W_HLAC_SetAmmoCounter()
 {
-       PROJECTILE_TOUCH;
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_hlac_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.hlac_load;
+               self.clip_size = autocvar_g_balance_hlac_reload_ammo; // for the crosshair ammo display
+       }
+}
 
-       self.event_damage = SUB_Null;
+void W_HLAC_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_hlac_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.hlac_load = self.clip_load;
 
-    RadiusDamage (self, self.owner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_hlac_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
 
-       remove (self);
+void W_HLAC_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_hlac_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_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_hlac_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hlac_reload_time, W_HLAC_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
 }
 
-void W_HLAC_Touch2 (void)
+void W_HLAC_Touch (void)
 {
        PROJECTILE_TOUCH;
 
        self.event_damage = SUB_Null;
-
-    RadiusDamage (self, self.owner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
+       
+       if(self.projectiledeathtype & HITTYPE_SECONDARY)
+               RadiusDamage (self, self.owner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
+       else
+               RadiusDamage (self, self.owner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
 
        remove (self);
 }
@@ -30,12 +74,19 @@ void W_HLAC_Attack (void)
        local entity missile;
     float spread;
 
-    if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-    {
-        self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_primary_ammo;
-    }
+       // 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_hlac_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
+                       self.hlac_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
+       }
 
-    spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.HLAC_bulletcounter);
+    spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
     spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
     if(self.crouch)
         spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
@@ -51,7 +102,6 @@ void W_HLAC_Attack (void)
        missile = spawn ();
        missile.owner = self;
        missile.classname = "hlacbolt";
-       // missile.dmg = issecondary;
        missile.bot_dodge = TRUE;
 
     missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage;
@@ -63,7 +113,7 @@ void W_HLAC_Attack (void)
        setsize(missile, '0 0 0', '0 0 0');
 
        W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread);
-       missile.angles = vectoangles (missile.velocity);
+       //missile.angles = vectoangles (missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
@@ -95,7 +145,6 @@ void W_HLAC_Attack2f (void)
        missile = spawn ();
        missile.owner = self;
        missile.classname = "hlacbolt";
-       // missile.dmg = issecondary;
        missile.bot_dodge = TRUE;
 
     missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage;
@@ -107,9 +156,9 @@ void W_HLAC_Attack2f (void)
        setsize(missile, '0 0 0', '0 0 0');
 
        W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread);
-       missile.angles = vectoangles (missile.velocity);
+       //missile.angles = vectoangles (missile.velocity); // csqc
 
-       missile.touch = W_HLAC_Touch2;
+       missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
 
     missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
@@ -126,10 +175,17 @@ void W_HLAC_Attack2 (void)
 {
     float i;
 
-    if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-    {
-        self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_secondary_ammo;
-    }
+       // 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_hlac_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
+                       self.hlac_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
+       }
 
     for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
         W_HLAC_Attack2f();
@@ -161,7 +217,7 @@ void HLAC_fire1_02()
 
                ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor();
                W_HLAC_Attack();
-               self.HLAC_bulletcounter = self.HLAC_bulletcounter + 1;
+               self.misc_bulletcounter = self.misc_bulletcounter + 1;
         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
        }
        else
@@ -181,21 +237,37 @@ float w_hlac(float req)
         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE);
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+               if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
+                       W_HLAC_Reload();
+               else if (self.BUTTON_ATCK)
                {
-                       self.HLAC_bulletcounter = 0;
-                       W_HLAC_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+                       if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
+                       {
+                               self.misc_bulletcounter = 0;
+                               W_HLAC_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02);
+                       }
                }
 
-               if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
-               if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+               else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary)
                {
-                       W_HLAC_Attack2();
-                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+                       if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire))
+                       {
+                               W_HLAC_Attack2();
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready);
+                       }
                }
-
+        if(self.wish_reload)
+        {
+            if(self.switchweapon == self.weapon)
+            {
+                if(self.weaponentity.state == WS_READY)
+                {
+                    self.wish_reload = 0;
+                    W_HLAC_Reload();
+                }
+            }
+        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -203,14 +275,32 @@ float w_hlac(float req)
                precache_model ("models/weapons/v_hlac.md3");
                precache_model ("models/weapons/h_hlac.iqm");
                precache_sound ("weapons/lasergun_fire.wav");
+               precache_sound ("weapons/reload.wav");
 
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_HLAC);
+               W_HLAC_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+       {
+               if(autocvar_g_balance_hlac_reload_ammo)
+                       return self.hlac_load >= autocvar_g_balance_hlac_primary_ammo;
+               else
+                       return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+       {
+               if(autocvar_g_balance_hlac_reload_ammo)
+                       return self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo;
+               else
+                       return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_HLAC_Reload();
+       }
        return TRUE;
 };
 #endif