]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_sniperrifle.qc
Rename the sound file, as it no longer belongs to one weapon only. Currently, all...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_sniperrifle.qc
index c1b9386f4832570051199937dd5407a80bd147ea..eb6efb86f6d4ee6891b43b69dbfd501c8d0eb93c 100644 (file)
@@ -11,9 +11,9 @@ REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_T
 
 void W_SniperRifle_SetAmmoCounter()
 {
-       // set ammo counter to the weapon we have switched to
+       // set ammo_counter to the weapon we have switched to, if the gun uses reloading
        if(!autocvar_g_balance_sniperrifle_reload_ammo)
-               self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
+               self.ammo_counter = 0; // also keeps crosshair ammo from displaying
        else
                self.ammo_counter = self.sniperrifle_load;
 }
@@ -22,9 +22,9 @@ void W_SniperRifle_ReloadedAndReady()
 {
        float t;
 
-       // now do the ammo maths
-       self.ammo_counter = self.old_ammo_counter; // restore ammo counter, in case we still had ammo in the weapon while reloading
-       while(self.ammo_counter < autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more than the amount of ammo we have
+       // now do the ammo transfer
+       self.ammo_counter = self.old_ammo_counter; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+       while(self.ammo_counter < autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
        {
                self.ammo_counter += 1;
                self.ammo_nails -= 1;
@@ -38,16 +38,16 @@ void W_SniperRifle_ReloadedAndReady()
 
 void W_SniperRifle_Reload()
 {
-       // reloading is disabled for this weapon
+       // return if reloading is disabled for this weapon
        if(!autocvar_g_balance_sniperrifle_reload_ammo)
                return;
 
-       float t;
-
-       if(!W_ReloadCheck(self.ammo_nails, autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo))
+       if(!W_ReloadCheck(self.ammo_nails))
                return;
 
-       sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
 
        t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reload_time + 1;
        ATTACK_FINISHED(self) = t;
@@ -58,30 +58,8 @@ void W_SniperRifle_Reload()
        self.ammo_counter = -1;
 }
 
-float W_SniperRifle_CheckMaxBullets(float checkammo)
-{
-       float maxbulls;
-       maxbulls = autocvar_g_balance_sniperrifle_reload_ammo;
-       if(!maxbulls)
-               maxbulls = 8; // match HUD
-       if(checkammo)
-               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-                       maxbulls = min(maxbulls, floor(self.ammo_nails / min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)));
-       if(self.ammo_counter > maxbulls)
-               self.ammo_counter = maxbulls;
-       return (self.ammo_counter == maxbulls);
-}
-
 void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
 {
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-       {
-               if(!autocvar_g_balance_sniperrifle_reload_ammo)
-                       self.ammo_nails -= pAmmo;
-               else
-                       self.sniperrifle_load -= pAmmo;
-       }
-
        if(deathtype & HITTYPE_SECONDARY)
                W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_secondary_damage + autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage);
        else
@@ -103,8 +81,18 @@ void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAdded
 
        if (autocvar_g_casings >= 2)
                SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
-       
-       self.ammo_counter = self.ammo_counter - 1;
+
+       // 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_sniperrifle_reload_ammo)
+                       self.ammo_nails -= pAmmo;
+               else
+               {
+                       self.ammo_counter -= pAmmo;
+                       self.sniperrifle_load = self.ammo_counter;
+               }
+       }
 }
 
 void W_SniperRifle_Attack()
@@ -183,7 +171,6 @@ void W_SniperRifle_BulletHail(float mode, void(void) AttackFunc, float fr, float
 .float bot_secondary_sniperriflemooth;
 float w_sniperrifle(float req)
 {
-       float full;
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK=FALSE;
@@ -209,7 +196,6 @@ float w_sniperrifle(float req)
        }
        else if (req == WR_THINK)
        {
-               W_SniperRifle_SetAmmoCounter();
                if(autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_counter <= 0) // forced reload
             W_SniperRifle_Reload();
                else
@@ -249,7 +235,7 @@ float w_sniperrifle(float req)
                 if(self.weaponentity.state == WS_READY)
                 {
                     self.wish_reload = 0;
-                    W_SniperRifle_Reload(self.ammo_nails);
+                    W_SniperRifle_Reload();
                 }
             }
         }
@@ -259,30 +245,26 @@ float w_sniperrifle(float req)
                precache_model ("models/weapons/g_campingrifle.md3");
                precache_model ("models/weapons/v_campingrifle.md3");
                precache_model ("models/weapons/h_campingrifle.iqm");
-               precache_sound ("weapons/campingrifle_reload.wav");
                precache_sound ("weapons/campingrifle_fire.wav");
                precache_sound ("weapons/campingrifle_fire2.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_SNIPERRIFLE);
-
-               full = W_SniperRifle_CheckMaxBullets(TRUE);
-               if(autocvar_g_balance_sniperrifle_auto_reload_on_switch)
-                       if(!full)
-                               self.ammo_counter = -1;
+               W_SniperRifle_SetAmmoCounter();
        }
        else if (req == WR_CHECKAMMO1)
        {
                if(autocvar_g_balance_sniperrifle_reload_ammo)
-                       return self.sniperrifle_load;
+                       return self.sniperrifle_load >= autocvar_g_balance_sniperrifle_primary_ammo;
                else
                        return self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
        }
        else if (req == WR_CHECKAMMO2)
        {
                if(autocvar_g_balance_sniperrifle_reload_ammo)
-                       return self.sniperrifle_load;
+                       return self.sniperrifle_load >= autocvar_g_balance_sniperrifle_primary_ammo;
                else
                        return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
        }
@@ -294,7 +276,6 @@ float w_sniperrifle(float req)
        {
                self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
                self.ammo_counter = autocvar_g_balance_sniperrifle_reload_ammo;
-               W_SniperRifle_CheckMaxBullets(FALSE);
        }
        return TRUE;
 };