]> 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 dfef721953d46ad2d95dc16d426733ff374d4155..3db7ad4f7af96ce9177c9a817744db3393f109d8 100644 (file)
@@ -6,8 +6,6 @@ void W_Mine_Think (void);
 .float minelayer_detonate, minelayer_mines;
 .float mine_time;
 
-.float minelayer_load;
-
 void W_MineLayer_SetAmmoCounter()
 {
        // set clip_load to the weapon we have switched to, if the gun uses reloading
@@ -15,49 +13,20 @@ void W_MineLayer_SetAmmoCounter()
                self.clip_load = 0; // also keeps crosshair ammo from displaying
        else
        {
-               self.clip_load = self.minelayer_load;
+               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_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_minelayer_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_rockets -= 1;
-       }
-       self.minelayer_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_minelayer_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
 void W_MineLayer_Reload()
 {
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_minelayer_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_rockets))
-               return;
+       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";
 
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minelayer_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minelayer_reload_time, W_MineLayer_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
+       W_Reload();
 }
 
 void spawnfunc_weapon_minelayer (void)
@@ -274,7 +243,7 @@ void W_Mine_Attack (void)
                if(autocvar_g_balance_minelayer_reload_ammo)
                {
                        self.clip_load -= autocvar_g_balance_minelayer_ammo;
-                       self.minelayer_load = self.clip_load;
+                       self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
                }
                else
                        self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
@@ -333,6 +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
@@ -455,18 +426,6 @@ float w_minelayer(float req)
                        if(minfound)
                                sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
                }
-
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_MineLayer_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -479,6 +438,7 @@ 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)
        {
@@ -488,14 +448,27 @@ float w_minelayer(float req)
        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();
@@ -519,15 +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;
 }