]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_minelayer.qc
Revert that last change, due to not working properly. It's not an urgent feature...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
index 25998bd5836ade6a515b7ffa5c9bd159b43a8f86..d46342ccc25d19c9c24cfc3ec914ba8e6cd620be 100644 (file)
@@ -1,11 +1,65 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
+REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
 #else
 #ifdef SVQC
 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
+       if(!autocvar_g_balance_minelayer_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.minelayer_load;
+               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, autocvar_g_balance_minelayer_ammo))
+               return;
+
+       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;
+}
+
 void spawnfunc_weapon_minelayer (void)
 {
        weapon_defaultspawnfunc(WEP_MINE_LAYER);
@@ -214,8 +268,17 @@ 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.minelayer_load = 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);
@@ -367,7 +430,9 @@ 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 +441,7 @@ 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)
@@ -390,6 +455,18 @@ 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)
        {
@@ -406,6 +483,7 @@ float w_minelayer(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_MINE_LAYER);
+               W_MineLayer_SetAmmoCounter();
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -415,7 +493,13 @@ float w_minelayer(float req)
                        return FALSE;
        }
        else if (req == WR_CHECKAMMO2)
+       {
                return FALSE;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_MineLayer_Reload();
+       }
        return TRUE;
 };
 #endif