]> 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 ab6e43580426d29e55f4f51bc1118a02378bb207..e4531680035608473b0a3e286a43bfe52465a076 100644 (file)
@@ -1,62 +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
 
-.float uzi_load;
-
-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() 
 {      
@@ -120,25 +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.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;
-               }
-       }
+       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
@@ -170,17 +101,7 @@ 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.uzi_load = 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);
@@ -258,6 +179,7 @@ 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);
@@ -268,7 +190,7 @@ 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)
@@ -288,17 +210,7 @@ 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.uzi_load = 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();
@@ -323,17 +235,6 @@ 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)
        {
@@ -342,30 +243,48 @@ 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)
        {
                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.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_sustained_ammo;
+                       else
+                               ammo_amount += self.weapon_load[WEP_UZI] >= 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.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_burst_ammo;
+                       else
+                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
+               }
+               return ammo_amount;
        }
        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;
 };
@@ -393,13 +312,13 @@ 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;
 }