]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_uzi.qc
Move weapon load floats in defs.qh, rather than in each weapon file. Necessary to...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
index 1b1ab55a211798be1c18930c55d3dad1cd7331ca..d841283433f359a696466e420529754d2883bfd8 100644 (file)
@@ -1,11 +1,62 @@
 #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_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
 #else
 #ifdef SVQC
-.entity muzzle_flash;
+
+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.uzi_load;
+               self.clip_size = autocvar_g_balance_uzi_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_UZI_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_uzi_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_nails -= 1;
+       }
+       self.uzi_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_uzi_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_UZI_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_uzi_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_nails, min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_uzi_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_uzi_reload_time, W_UZI_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
 
 // leilei's fancy muzzleflash stuff
-void Uzi_Flash_Go() 
+void UZI_Flash_Go() 
 {      
        self.frame = self.frame + 2;
        self.scale = self.scale * 0.5;
@@ -31,7 +82,7 @@ void UziFlash()
        setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
        
        self.muzzle_flash.scale = 0.75;
-       self.muzzle_flash.think = Uzi_Flash_Go;
+       self.muzzle_flash.think = UZI_Flash_Go;
        self.muzzle_flash.nextthink = time + 0.02;
        self.muzzle_flash.frame = 2;
        self.muzzle_flash.alpha = 0.75;
@@ -40,17 +91,9 @@ void UziFlash()
        self.muzzle_flash.owner = self;
 }
 
-.float uzi_bulletcounter;
-void W_Uzi_Attack (float deathtype)
+void W_UZI_Attack (float deathtype)
 {
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-       {
-               if (self.uzi_bulletcounter == 1)
-                       self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
-               else
-                       self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
-       }
-       W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.uzi_bulletcounter == 1) ? cvar("g_balance_uzi_first_damage") : cvar("g_balance_uzi_sustained_damage")));
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
        if (!g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
@@ -58,12 +101,12 @@ void W_Uzi_Attack (float deathtype)
        }
 
        // this attack_finished just enforces a cooldown at the end of a burst
-       ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
+       ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
 
-       if (self.uzi_bulletcounter == 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_first_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_first_damage"), 0, cvar("g_balance_uzi_first_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+       if (self.misc_bulletcounter == 1)
+               fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, 0, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
        else
-               fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+               fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
        endFireBallisticBullet();
 
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -72,8 +115,28 @@ void W_Uzi_Attack (float deathtype)
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
 
        // casing code
-       if (cvar("g_casings") >= 2)
+       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.uzi_load = 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;
+               }
+       }
 }
 
 // weapon frames
@@ -92,25 +155,37 @@ void uzi_fire1_02()
                        w_ready();
                        return;
                }
-               self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
-               W_Uzi_Attack(WEP_UZI);
-               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
+               self.misc_bulletcounter = self.misc_bulletcounter + 1;
+               W_UZI_Attack(WEP_UZI);
+               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
        }
        else
-               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
+               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
 }
 
 
 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.uzi_load = self.clip_load;
+               }
+               else
+                       self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
+       }
        
        if (self.BUTTON_ATCK)
-               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_mode1_fire_auto);
+               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
        else
        {
-               ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
-               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
+               ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
+               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
                return;
        }
 
@@ -121,42 +196,38 @@ void uzi_mode1_fire_auto()
                return;
        }
        
-       W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage"));
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
        if (!g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
                self.punchangle_y = random () - 0.5;
        }
        
-       uzi_spread = bound(cvar("g_balance_uzi_spread_min"), cvar("g_balance_uzi_spread_min") + (cvar("g_balance_uzi_spread_add") * self.uzi_bulletcounter), cvar("g_balance_uzi_spread_max"));
-       fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+       uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max);
+       fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
        endFireBallisticBullet();
        
-       self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
+       self.misc_bulletcounter = self.misc_bulletcounter + 1;
        
        pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        UziFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
        
-       if (cvar("g_casings") >= 2) // casing code
+       if (autocvar_g_casings >= 2) // casing code
                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 not(self.items & IT_UNLIMITED_WEAPON_AMMO)   
-               self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
-       
 }
 
 void uzi_mode1_fire_burst()
 {
-       W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage"));
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
        if (!g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
                self.punchangle_y = random () - 0.5;
        }
        
-       fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_burst_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+       fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
        endFireBallisticBullet();
        
        
@@ -165,16 +236,18 @@ void uzi_mode1_fire_burst()
        UziFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
        
-       if (cvar("g_casings") >= 2) // casing code
+       if (autocvar_g_casings >= 2) // casing code
                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.uzi_bulletcounter = self.uzi_bulletcounter + 1;
-       if (self.uzi_bulletcounter == 0)
-               weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire2"), w_ready);
+       self.misc_bulletcounter = self.misc_bulletcounter + 1;
+       if (self.misc_bulletcounter == 0)
+       {
+               ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
+               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
+       }
        else
        {
-               weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire"), uzi_mode1_fire_burst);
-               dprint("bullets:", ftos(self.uzi_bulletcounter),"\n");
+               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
        }
                
 }
@@ -192,12 +265,14 @@ float w_uzi(float req)
                }
        else if (req == WR_THINK)
        {
-               if(cvar("g_balance_uzi_mode") == 1)
+               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();
+               else if(autocvar_g_balance_uzi_mode == 1)
                {
                        if (self.BUTTON_ATCK)
                        if (weapon_prepareattack(0, 0))
                        {                               
-                               self.uzi_bulletcounter = 0;
+                               self.misc_bulletcounter = 0;
                                uzi_mode1_fire_auto();
                        }
                        
@@ -210,11 +285,20 @@ float w_uzi(float req)
                                        w_ready();
                                        return FALSE;
                                }
-                               
-                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)   
-                                       self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_burst_ammo");
 
-                               self.uzi_bulletcounter = cvar("g_balance_uzi_burst") * -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_uzi_reload_ammo)
+                                       {
+                                               self.clip_load -= autocvar_g_balance_uzi_burst_ammo;
+                                               self.uzi_load = self.clip_load;
+                                       }
+                                       else
+                                               self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo;
+                               }
+
+                               self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
                                uzi_mode1_fire_burst();
                        }
                }
@@ -224,19 +308,30 @@ float w_uzi(float req)
                        if (self.BUTTON_ATCK)
                        if (weapon_prepareattack(0, 0))
                        {
-                               self.uzi_bulletcounter = 1;
-                               W_Uzi_Attack(WEP_UZI); // sets attack_finished
-                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
+                               self.misc_bulletcounter = 1;
+                               W_UZI_Attack(WEP_UZI); // sets attack_finished
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
                        }
 
-                       if (self.BUTTON_ATCK2 && cvar("g_balance_uzi_first"))
+                       if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
                        if (weapon_prepareattack(1, 0))
                        {
-                               self.uzi_bulletcounter = 1;
-                               W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
-                               weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
+                               self.misc_bulletcounter = 1;
+                               W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
+                               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)
        {
@@ -245,19 +340,31 @@ 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");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_UZI);
+               W_UZI_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               if(cvar("g_balance_uzi_mode") == 1)
-                       return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo");
+       {
+               if(autocvar_g_balance_uzi_mode == 1)
+                       return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
                else
-                       return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
+                       return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+       }
        else if (req == WR_CHECKAMMO2)
-               if(cvar("g_balance_uzi_mode") == 1)
-                       return self.ammo_nails >= cvar("g_balance_uzi_burst_ammo");
+       {
+               if(autocvar_g_balance_uzi_mode == 1)
+                       return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
                else
-                       return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
+                       return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_UZI_Reload();
+       }
        return TRUE;
 };
 #endif