]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_minstanex.qc
Unify series of countdown messages in one message. Also now the messages can be displ...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minstanex.qc
index 81c1987fabb6ec17b2950399b9fd2e6b4b84bc03..920d03f71be0f6e62ea8328cd0dd166539627b0a 100644 (file)
@@ -1,66 +1,9 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
+REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex"))
 #else
 #ifdef SVQC
 .float minstanex_lasthit;
 
-void W_Minstanex_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_minstanex_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.minstanex_load;
-               self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_Minstanex_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_minstanex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_cells -= 1;
-       }
-       self.minstanex_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_Minstanex_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_minstanex_reload_ammo)
-               return;
-
-       if(autocvar_g_balance_minstanex_laser_ammo)
-       {
-               if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)))
-                       return;
-       }
-       else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
-               return;
-
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
 void W_MinstaNex_Attack (void)
 {
        float flying;
@@ -137,25 +80,10 @@ void W_MinstaNex_Attack (void)
        if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
                Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
 
-       // 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_minstanex_reload_ammo)
-               {
-                       if (g_minstagib)
-                               self.clip_load -= - 1;
-                       else
-                               self.clip_load -= autocvar_g_balance_minstanex_ammo;
-                       self.minstanex_load = self.clip_load;
-               }
-               else
-               {
-                       if (g_minstagib)
-                               self.ammo_cells -= - 1;
-                       else
-                               self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
-               }
-       }
+       if (g_minstagib)
+               W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
+       else
+               W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo);
 }
 
 
@@ -166,70 +94,71 @@ void minstagib_ammocheck (void)
                return;
 
        if (self.ammo_cells <= 0)
+       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        {
                if (self.health == 5)
                {
-                       centerprint(self, "you're dead now...\n");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "you're dead now...\n"));
                        Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
                        AnnounceTo(self, "terminated");
                }
                else if (self.health == 10)
                {
-                       centerprint(self, "^11^7 second left to find some ammo\n");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "^11^7 second left to find some ammo\n"));
                        Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
                        AnnounceTo(self, "1");
                }
                else if (self.health == 20)
                {
-                       centerprint(self, "^12^7 seconds left to find some ammo\n");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "^12^7 seconds left to find some ammo\n"));
                        Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
                        AnnounceTo(self, "2");
                }
                else if (self.health == 30)
                {
-                       centerprint(self, "^13^7 seconds left to find some ammo\n");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "^13^7 seconds left to find some ammo\n"));
                        Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
                        AnnounceTo(self, "3");
                }
                else if (self.health == 40)
                {
-                       centerprint(self, "^14^7 seconds left to find some ammo\n");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "^14^7 seconds left to find some ammo\n"));
                        Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
                        AnnounceTo(self, "4");
                }
                else if (self.health == 50)
                {
-                       centerprint(self, "^15^7 seconds left to find some ammo\n");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "^15^7 seconds left to find some ammo\n"));
                        Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
                        AnnounceTo(self, "5");
                }
                else if (self.health == 60)
                {
-                       centerprint(self, "^36^7 seconds left to find some ammo\n");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "^36^7 seconds left to find some ammo\n"));
                        Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
                        AnnounceTo(self, "6");
                }
                else if (self.health == 70)
                {
-                       centerprint(self, "^37^7 seconds left to find some ammo\n");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "^37^7 seconds left to find some ammo\n"));
                        Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
                        AnnounceTo(self, "7");
                }
                else if (self.health == 80)
                {
-                       centerprint(self, "^38^7 seconds left to find some ammo\n");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "^38^7 seconds left to find some ammo\n"));
                        Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
                        AnnounceTo(self, "8");
                }
                else if (self.health == 90)
                {
-                       centerprint(self, "^39^7 seconds left to find some ammo\n");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "^39^7 seconds left to find some ammo\n"));
                        Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
                        AnnounceTo(self, "9");
                }
                else if (self.health == 100)
                {
-                       centerprint(self, "get some ammo or\nyou'll be dead in ^310^7 seconds...");
+                       centerprint(self, strcat(CPID_MINSTA_FINDAMMO, "get some ammo or\nyou'll be dead in ^310^7 seconds..."));
                        Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
                        if not(self.flags & FL_GODMODE)
                                AnnounceTo(self, "10");
@@ -240,9 +169,17 @@ void minstagib_ammocheck (void)
 
 void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
 
-float minstanex_ammo;
 float w_minstanex(float req)
 {
+       float ammo_amount;
+       float minstanex_ammo;
+
+       // now multiple WR_s use this
+       if(g_minstagib)
+               minstanex_ammo = 1;
+       else
+               minstanex_ammo = autocvar_g_balance_minstanex_ammo;
+
        if (req == WR_AIM)
        {
                if(self.ammo_cells > 0)
@@ -252,16 +189,11 @@ float w_minstanex(float req)
        }
        else if (req == WR_THINK)
        {
-               if(g_minstagib)
-                       minstanex_ammo = 1;
-               else
-                       minstanex_ammo = autocvar_g_balance_minstanex_ammo;
-
                // if the laser uses load, we also consider its ammo for reloading
                if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload
-                       W_Minstanex_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload
-                       W_Minstanex_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
@@ -278,12 +210,7 @@ float w_minstanex(float req)
 
                                // decrease ammo for the laser?
                                if(autocvar_g_balance_minstanex_laser_ammo)
-                               {
-                                       if(autocvar_g_balance_minstanex_reload_ammo)
-                                               self.clip_load -= autocvar_g_balance_minstanex_laser_ammo;
-                                       else
-                                               self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo;
-                               }
+                                       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
 
                                // ugly minstagib hack to reuse the fire mode of the laser
                                float w;
@@ -293,17 +220,6 @@ float w_minstanex(float req)
                                self.weapon = w;
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_Minstanex_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -315,30 +231,28 @@ float w_minstanex(float req)
                precache_sound ("weapons/nexwhoosh1.wav");
                precache_sound ("weapons/nexwhoosh2.wav");
                precache_sound ("weapons/nexwhoosh3.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
                w_laser(WR_PRECACHE);
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_MINSTANEX);
-               W_Minstanex_SetAmmoCounter();
+               self.current_ammo = ammo_cells;
                self.minstanex_lasthit = 0;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_minstanex_reload_ammo)
-                       return self.clip_load >= minstanex_ammo;
-               else
-                       return self.ammo_cells >= minstanex_ammo;
+               ammo_amount = self.ammo_cells >= minstanex_ammo;
+               ammo_amount += self.weapon_load[WEP_MINSTANEX] >= minstanex_ammo;
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                if(!autocvar_g_balance_minstanex_laser_ammo)
                        return TRUE;
-               if(autocvar_g_balance_minstanex_reload_ammo)
-                       return self.clip_load >= autocvar_g_balance_minstanex_laser_ammo;
-               else
-                       return self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo;
+               ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo;
+               return ammo_amount;
        }
        else if (req == WR_RESETPLAYER)
        {
@@ -346,22 +260,13 @@ float w_minstanex(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_Minstanex_Reload();
-       }
-       else if (req == WR_SWITCHABLE)
-       {
-               // checks if this weapon can be switched to, when reloading is enabled
-               // returns true if there's either enough load in the weapon to use it,
-               // or we have enough ammo to reload the weapon to a usable point
-               float ammo_amount;
-               if(g_minstagib)
-                       ammo_amount = 1;
-               else
-                       ammo_amount = autocvar_g_balance_minstanex_ammo;
+               float used_ammo;
                if(autocvar_g_balance_minstanex_laser_ammo)
-                       ammo_amount = min(ammo_amount, autocvar_g_balance_minstanex_laser_ammo);
+                       used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
+               else
+                       used_ammo = minstanex_ammo;
 
-               return self.minstanex_load >= ammo_amount || self.ammo_cells >= ammo_amount;
+               W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -382,9 +287,9 @@ float w_minstanex(float req)
                precache_sound("weapons/neximpact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s did the impossible";
+               w_deathtypestring = _("%s did the impossible");
        else if (req == WR_KILLMESSAGE)
-               w_deathtypestring = "%s has been vaporized by %s";
+               w_deathtypestring = _("%s has been vaporized by %s");
        return TRUE;
 }
 #endif