]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_minelayer.qc
Fix laser modelindex thingie (doesn't like reload's ammo float being 0)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
index 73682ad40d6ebbc7d60ad1eba388c4c073837247..3db7ad4f7af96ce9177c9a817744db3393f109d8 100644 (file)
@@ -6,6 +6,29 @@ void W_Mine_Think (void);
 .float minelayer_detonate, minelayer_mines;
 .float mine_time;
 
+void W_MineLayer_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_minelayer_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.weapon_load[WEP_MINE_LAYER];
+               self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_MineLayer_Reload()
+{
+       self.reload_ammo_player = ammo_rockets;
+       self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
+       self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
+       self.reload_time = autocvar_g_balance_minelayer_reload_time;
+       self.reload_sound = "weapons/reload.wav";
+
+       W_Reload();
+}
+
 void spawnfunc_weapon_minelayer (void)
 {
        weapon_defaultspawnfunc(WEP_MINE_LAYER);
@@ -214,8 +237,17 @@ void W_Mine_Attack (void)
                }
        }
 
+       // 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_minelayer_ammo;
+       {
+               if(autocvar_g_balance_minelayer_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_minelayer_ammo;
+                       self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
+       }
 
        W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -270,6 +302,8 @@ float w_minelayer(float req)
 {
        entity mine;
        float minfound;
+       float ammo_amount;
+
        if (req == WR_AIM)
        {
                // aim and decide to fire if appropriate
@@ -367,7 +401,9 @@ float w_minelayer(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
+                       W_MineLayer_Reload();
+               else if (self.BUTTON_ATCK)
                {
                        if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
                        {
@@ -376,7 +412,7 @@ float w_minelayer(float req)
                        }
                }
 
-               if (self.BUTTON_ATCK2)
+               else if (self.BUTTON_ATCK2)
                {
                        minfound = 0;
                        for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
@@ -402,20 +438,41 @@ float w_minelayer(float req)
                precache_sound ("weapons/mine_fire.wav");
                precache_sound ("weapons/mine_stick.wav");
                precache_sound ("weapons/mine_trigger.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_MINE_LAYER);
+               W_MineLayer_SetAmmoCounter();
        }
        else if (req == WR_CHECKAMMO1)
        {
                // don't switch while placing a mine
-               if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
-                       && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
-                       return FALSE;
+               if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
+               {
+                       if(autocvar_g_balance_minelayer_reload_ammo)
+                       {
+                               if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
+                                       ammo_amount = TRUE;
+                       }
+                       else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
+                               ammo_amount = TRUE;
+                       return !ammo_amount;
+               }
        }
        else if (req == WR_CHECKAMMO2)
+       {
                return FALSE;
+       }
+       else if (req == WR_RESETPLAYER)
+       {
+               // all weapons must be fully loaded when we spawn
+               self.weapon_load[WEP_MINE_LAYER] = autocvar_g_balance_minelayer_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_MineLayer_Reload();
+       }
        return TRUE;
 };
 #endif
@@ -435,15 +492,15 @@ float w_minelayer(float req)
                precache_sound("weapons/mine_exp.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s exploded";
+               w_deathtypestring = _("%s exploded");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
-                       w_deathtypestring = "%s got too close to %s's mine";
+                       w_deathtypestring = _("%s got too close to %s's mine");
                else if(w_deathtype & HITTYPE_SPLASH)
-                       w_deathtypestring = "%s almost dodged %s's mine";
+                       w_deathtypestring = _("%s almost dodged %s's mine");
                else
-                       w_deathtypestring = "%s stepped on %s's mine";
+                       w_deathtypestring = _("%s stepped on %s's mine");
        }
        return TRUE;
 }