]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_uzi.qc
Merge branch 'master' into mirceakitsune/hud_postprocessing
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
index 9ceb48f534a933c70eb8dab7bf109f7c55cf2354..2f5b9bc7833badd1167a4205bc32c940e7550a1c 100644 (file)
@@ -1,31 +1,8 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
+REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
 #else
 #ifdef SVQC
 
-void W_UZI_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_uzi_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.weapon_load[WEP_UZI];
-               self.clip_size = autocvar_g_balance_uzi_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_UZI_Reload()
-{
-       self.reload_ammo_player = ammo_fuel;
-       self.reload_ammo_min = min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo);
-       self.reload_ammo_amount = autocvar_g_balance_uzi_reload_ammo;
-       self.reload_time = autocvar_g_balance_uzi_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 // leilei's fancy muzzleflash stuff
 void UZI_Flash_Go() 
 {      
@@ -89,25 +66,10 @@ void W_UZI_Attack (float deathtype)
        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);
 
-       // 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_uzi_reload_ammo)
-               {
-                       if (self.misc_bulletcounter == 1)
-                               self.clip_load -= autocvar_g_balance_uzi_first_ammo;
-                       else
-                               self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
-                       self.weapon_load[WEP_UZI] = self.clip_load;
-               }
-               else
-               {
-                       if (self.misc_bulletcounter == 1)
-                               self.ammo_nails -= autocvar_g_balance_uzi_first_ammo;
-                       else
-                               self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
-               }
-       }
+       if (self.misc_bulletcounter == 1)
+               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
+       else
+               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
 }
 
 // weapon frames
@@ -121,6 +83,7 @@ void uzi_fire1_02()
        if (self.BUTTON_ATCK)
        {
                if (!weapon_action(self.weapon, WR_CHECKAMMO2))
+               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
@@ -139,17 +102,7 @@ void uzi_mode1_fire_auto()
 {
        float uzi_spread;
 
-       // 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_uzi_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
-                       self.weapon_load[WEP_UZI] = self.clip_load;
-               }
-               else
-                       self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
-       }
+       W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
        
        if (self.BUTTON_ATCK)
                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
@@ -161,6 +114,7 @@ void uzi_mode1_fire_auto()
        }
 
        if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        {
                W_SwitchWeapon_Force(self, w_getbestweapon(self));
                w_ready();
@@ -238,7 +192,7 @@ float w_uzi(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
-                       W_UZI_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if(autocvar_g_balance_uzi_mode == 1)
                {
                        if (self.BUTTON_ATCK)
@@ -258,17 +212,7 @@ float w_uzi(float req)
                                        return FALSE;
                                }
 
-                               // 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_uzi_reload_ammo)
-                                       {
-                                               self.clip_load -= autocvar_g_balance_uzi_burst_ammo;
-                                               self.weapon_load[WEP_UZI] = self.clip_load;
-                                       }
-                                       else
-                                               self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo;
-                               }
+                               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
 
                                self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
                                uzi_mode1_fire_burst();
@@ -301,12 +245,12 @@ float w_uzi(float req)
                precache_model ("models/weapons/v_uzi.md3");
                precache_model ("models/weapons/h_uzi.iqm");
                precache_sound ("weapons/uzi_fire.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_UZI);
-               W_UZI_SetAmmoCounter();
+               self.current_ammo = ammo_nails;
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -340,14 +284,9 @@ float w_uzi(float req)
                }
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_UZI] = autocvar_g_balance_uzi_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
-               W_UZI_Reload();
+               W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };