]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_laser.qc
Attempt to further simplify the reload code, as requested. First part of the first...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
index 6164f543d863fe2a1e5b64c6082ad8eab9141a5d..70cf072fb5fab8e2eea91bc49d0332bf71c1ca25 100644 (file)
@@ -1,55 +1,12 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
+REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
 #else
 #ifdef SVQC
 void(float imp) W_SwitchWeapon;
 
-// weapon load persistence, for weapons that support reloading
-.float laser_load;
-
-void W_Laser_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_laser_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.laser_load;
-               self.clip_size = autocvar_g_balance_laser_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_Laser_ReloadedAndReady()
-{
-       float t;
-
-       self.clip_load = autocvar_g_balance_laser_reload_ammo; // maximum load since this weapon uses no ammo
-       self.laser_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_laser_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
 void W_Laser_Reload()
 {
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_laser_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(1, 0))
-               return;
-
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_laser_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_laser_reload_time, W_Laser_ReloadedAndReady);
-
-       self.clip_load = -1;
+       W_Reload(zero_ammo, 0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
 }
 
 void W_Laser_Touch (void)
@@ -286,7 +243,7 @@ float w_laser(float req)
                                        if(autocvar_g_balance_laser_reload_ammo)
                                        {
                                                self.clip_load -= 1;
-                                               self.laser_load = self.clip_load;
+                                               self.weapon_load[WEP_LASER] = self.clip_load;
                                        }
                                }
 
@@ -304,7 +261,7 @@ float w_laser(float req)
                                        if(autocvar_g_balance_laser_reload_ammo)
                                        {
                                                self.clip_load -= 1;
-                                               self.laser_load = self.clip_load;
+                                               self.weapon_load[WEP_LASER] = self.clip_load;
                                        }
                                }
 
@@ -333,7 +290,6 @@ float w_laser(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_LASER);
-               W_Laser_SetAmmoCounter();
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -343,11 +299,6 @@ float w_laser(float req)
        {
                return TRUE;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.laser_load = autocvar_g_balance_laser_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_Laser_Reload();