]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Move load persistence floats back to their weapon files. That should be the last...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index 267c75ffb60ea3f3ce7551aa8ed257f9936c9964..7d515ddeea28c0857dadc25b817386fc4bd62a55 100644 (file)
@@ -3,11 +3,59 @@ REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HIT
 #else
 #ifdef SVQC
 
-void W_Shotgun_DoReload()
+// weapon load persistence, for weapons that support reloading
+.float shotgun_load;
+
+void W_Shotgun_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_shotgun_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.shotgun_load;
+               self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Shotgun_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_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_shells -= 1;
+       }
+       self.shotgun_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
        w_ready();
-       if(W_Reload(self.ammo_shells))
+}
+
+void W_Shotgun_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_shotgun_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo))
                return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
 }
 
 void W_Shotgun_Attack (void)
@@ -22,11 +70,6 @@ void W_Shotgun_Attack (void)
        float   bulletconstant;
        local entity flash;
 
-       if(self.ammo_counter <= 0)
-               W_Shotgun_DoReload();
-       if(self.ammo_counter < 0)
-               return; // reloading, so we are done
-
        ammoamount = autocvar_g_balance_shotgun_primary_ammo;
        bullets = autocvar_g_balance_shotgun_primary_bullets;
        d = autocvar_g_balance_shotgun_primary_damage;
@@ -35,12 +78,22 @@ void W_Shotgun_Attack (void)
        bulletspeed = autocvar_g_balance_shotgun_primary_speed;
        bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
 
+       // 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_shotgun_reload_ammo)
+               {
+                       self.clip_load -= ammoamount;
+                       self.shotgun_load = self.clip_load;
+               }
+               else
+                       self.ammo_shells -= ammoamount;
+       }
+
        W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
        for (sc = 0;sc < bullets;sc = sc + 1)
                fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
        endFireBallisticBullet();
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_shells = self.ammo_shells - ammoamount;
 
        pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
 
@@ -56,8 +109,6 @@ void W_Shotgun_Attack (void)
        flash.nextthink = time + 0.06;
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(flash, '5 0 0');
-
-       self.ammo_counter = self.ammo_counter - 1;
 }
 
 void shotgun_meleethink (void)
@@ -116,6 +167,7 @@ void spawnfunc_weapon_shotgun(); // defined in t_items.qc
 
 float w_shotgun(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
                if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
                        self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
@@ -123,8 +175,8 @@ float w_shotgun(float req)
                        self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
        else if (req == WR_THINK)
        {
-               if(self.ammo_counter < 0) // forced reload (e.g. because interrupted)
-            self.wish_reload = 1;
+               if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
+                       W_Shotgun_Reload();
                else
                {
                        if (self.BUTTON_ATCK)
@@ -146,17 +198,6 @@ float w_shotgun(float req)
                                weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_Reload(self.ammo_shells);
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -167,15 +208,33 @@ float w_shotgun(float req)
                precache_sound ("misc/itempickup.wav");
                precache_sound ("weapons/shotgun_fire.wav");
                precache_sound ("weapons/shotgun_melee.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_SHOTGUN);
+               W_Shotgun_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+       {
+               ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+               ammo_amount += (autocvar_g_balance_shotgun_reload_ammo && self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo);
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
        {
+               // melee attack is always available
                return TRUE;
        }
+       else if (req == WR_RESETPLAYER)
+       {
+               // all weapons must be fully loaded when we spawn
+               self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Shotgun_Reload();
+       }
        return TRUE;
 };
 #endif