]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_uzi.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
index 3ec7019e6858e8c01916a3b43562112015f091fc..360c8913345dee4cca9b38adfb9a0b15573ab357 100644 (file)
@@ -3,6 +3,9 @@ REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT
 #else
 #ifdef SVQC
 
+// weapon load persistence, for weapons that support reloading
+.float uzi_load;
+
 void W_UZI_SetAmmoCounter()
 {
        // set clip_load to the weapon we have switched to, if the gun uses reloading
@@ -256,6 +259,7 @@ void spawnfunc_weapon_machinegun(); // defined in t_items.qc
 
 float w_uzi(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
                if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
                        self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
@@ -321,17 +325,6 @@ float w_uzi(float req)
                                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_UZI_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -350,29 +343,43 @@ float w_uzi(float req)
        else if (req == WR_CHECKAMMO1)
        {
                if(autocvar_g_balance_uzi_mode == 1)
-                       return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
                else
-                       return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+               if(autocvar_g_balance_uzi_reload_ammo)
+               {
+                       if(autocvar_g_balance_uzi_mode == 1)
+                               ammo_amount += self.uzi_load >= autocvar_g_balance_uzi_sustained_ammo;
+                       else
+                               ammo_amount += self.uzi_load >= autocvar_g_balance_uzi_first_ammo;
+               }
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                if(autocvar_g_balance_uzi_mode == 1)
-                       return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
                else
-                       return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+               if(autocvar_g_balance_uzi_reload_ammo)
+               {
+                       if(autocvar_g_balance_uzi_mode == 1)
+                               ammo_amount += self.uzi_load >= autocvar_g_balance_uzi_burst_ammo;
+                       else
+                               ammo_amount += self.uzi_load >= autocvar_g_balance_uzi_first_ammo;
+               }
+               return ammo_amount;
        }
-       else if (req == WR_RELOAD)
+       else if (req == WR_RESETPLAYER)
        {
-               W_UZI_Reload();
+               // all weapons must be fully loaded when we spawn
+               self.uzi_load = autocvar_g_balance_uzi_reload_ammo;
        }
-       else if (req == WR_SWITCHABLE)
+       else if (req == WR_RELOAD)
        {
-               // 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;
-               ammo_amount = min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo);
-               return self.uzi_load >= ammo_amount || self.ammo_nails >= ammo_amount;
+               W_UZI_Reload();
        }
        return TRUE;
 };
@@ -400,13 +407,13 @@ float w_uzi(float req)
                precache_sound("weapons/ric3.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s did the impossible";
+               w_deathtypestring = _("%s did the impossible");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s was sniped by %s";
+                       w_deathtypestring = _("%s was sniped by %s");
                else
-                       w_deathtypestring = "%s was riddled full of holes by %s";
+                       w_deathtypestring = _("%s was riddled full of holes by %s");
        }
        return TRUE;
 }