]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hlac.qc
now CHAN_PLAYER dies
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hlac.qc
index 2913ff2f3517963f070d3b76c80a4f99200f74f5..d04e2b12085bc5faf421300477b36f8c74c777a8 100644 (file)
@@ -1,31 +1,8 @@
 #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_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
 #else
 #ifdef SVQC
 
-void W_HLAC_SetAmmoCounter()
-{
-       // 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.weapon_load[WEP_HLAC];
-               self.clip_size = autocvar_g_balance_hlac_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_HLAC_Reload()
-{
-       self.reload_ammo_player = ammo_cells;
-       self.reload_ammo_min = min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo);
-       self.reload_ammo_amount = autocvar_g_balance_hlac_reload_ammo;
-       self.reload_time = autocvar_g_balance_hlac_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 void W_HLAC_Touch (void)
 {
        PROJECTILE_TOUCH;
@@ -33,9 +10,9 @@ void W_HLAC_Touch (void)
        self.event_damage = SUB_Null;
        
        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);
+               RadiusDamage (self, self.realowner, 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);
+               RadiusDamage (self, self.realowner, 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);
 }
@@ -45,17 +22,7 @@ void W_HLAC_Attack (void)
        local entity missile;
     float 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_hlac_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
-                       self.weapon_load[WEP_HLAC] = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
-       }
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
 
     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);
@@ -71,7 +38,7 @@ void W_HLAC_Attack (void)
        }
 
        missile = spawn ();
-       missile.owner = self;
+       missile.owner = missile.realowner = self;
        missile.classname = "hlacbolt";
        missile.bot_dodge = TRUE;
 
@@ -114,7 +81,7 @@ void W_HLAC_Attack2f (void)
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = spawn ();
-       missile.owner = self;
+       missile.owner = missile.realowner = self;
        missile.classname = "hlacbolt";
        missile.bot_dodge = TRUE;
 
@@ -146,17 +113,7 @@ void W_HLAC_Attack2 (void)
 {
     float i;
 
-       // 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.weapon_load[WEP_HLAC] = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
-       }
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
 
     for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
         W_HLAC_Attack2f();
@@ -180,6 +137,7 @@ void HLAC_fire1_02()
        if (self.BUTTON_ATCK)
        {
                if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
@@ -210,7 +168,7 @@ float w_hlac(float req)
        else if (req == WR_THINK)
        {
                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();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
@@ -236,13 +194,13 @@ 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");
+               //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_HLAC);
-               W_HLAC_SetAmmoCounter();
+               self.current_ammo = ammo_cells;
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -256,14 +214,9 @@ float w_hlac(float req)
                ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_HLAC] = autocvar_g_balance_hlac_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
-               W_HLAC_Reload();
+               W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -277,7 +230,7 @@ float w_hlac(float req)
                org2 = w_org + w_backoff * 6;
                pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
                if(!w_issilent)
-                       sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_SHOTS_SINGLE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
        }
        else if(req == WR_PRECACHE)
        {