]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_seeker.qc
Attempt to further simplify the reload code, as requested. First part of the first...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_seeker.qc
index 81d55a2265e62387359c843f37636462fd7afac6..978bbcd9c7e69d33a39eda4ef3d342a11dbfb732 100644 (file)
@@ -1,10 +1,15 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
+REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "seeker", "seeker", _("T.A.G. Seeker"))
 #else
 #ifdef SVQC
 //.float proxytime; = autoswitch
 //.float tl; = wait
 
+void W_Seeker_Reload()
+{
+       W_Reload(ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo), autocvar_g_balance_seeker_reload_ammo, autocvar_g_balance_seeker_reload_time, "weapons/reload.wav");
+}
+
 void Seeker_Missile_Explode ()
 {
        self.event_damage = SUB_Null;
@@ -158,8 +163,17 @@ void Seeker_Fire_Missile(vector f_diff)
 {
        local entity missile;
 
+       // 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_seeker_missile_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_seeker_missile_ammo;
+                       self.weapon_load[WEP_SEEKER] = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_seeker_missile_ammo;
+       }
 
        makevectors(self.v_angle);
        W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0);
@@ -294,8 +308,17 @@ void Seeker_Tag_Touch()
 void Seeker_Fire_Tag()
 {
        local entity missile;
+       // 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_seeker_tag_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_seeker_tag_ammo;
+                       self.weapon_load[WEP_SEEKER] = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_seeker_tag_ammo;
+       }
 
        W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
 
@@ -353,8 +376,17 @@ void Seeker_Fire_Flac()
        vector f_diff;
        float c;
 
+       // 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_seeker_flac_ammo;
+       {
+               if(autocvar_g_balance_seeker_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_seeker_flac_ammo;
+                       self.weapon_load[WEP_SEEKER] = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_seeker_flac_ammo;
+       }
 
        c = mod(self.bulletcounter, 4);
        switch(c)
@@ -413,25 +445,33 @@ void spawnfunc_weapon_seeker (void)
 
 float w_seeker(float req)
 {
+       float ammo_amount;
+
        if (req == WR_AIM)
                self.BUTTON_ATCK = bot_aim(autocvar_g_balance_seeker_tag_speed, 0, 20, FALSE);
 
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload
+                       W_Seeker_Reload();
+
+               else if (self.BUTTON_ATCK)
+               {
                        if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire))
                        {
                                Seeker_Fire_Tag();
                                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready);
                        }
+               }
 
-               if (self.BUTTON_ATCK2)
+               else if (self.BUTTON_ATCK2)
+               {
                        if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire))
                        {
                                Seeker_Fire_Flac();
                                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready);
                        }
-
+               }
        }
        else if (req == WR_PRECACHE)
        {
@@ -441,13 +481,28 @@ float w_seeker(float req)
                precache_sound ("weapons/tag_fire.wav");
                precache_sound ("weapons/flac_fire.wav");
                precache_sound ("weapons/seeker_fire.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_SEEKER);
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo;
+       {
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_missile_ammo;
+               ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_missile_ammo;
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo;
+       {
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_seeker_flac_ammo;
+               ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_flac_ammo;
+               return ammo_amount;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Seeker_Reload();
+       }
        return TRUE;
 };
 #endif