X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fw_minstanex.qc;h=8efda9b07f279cea118cf0fd330f6455474d4d52;hb=9cdc5ecff03fff6fe2feef2341a33806aa110a97;hp=91132e7d20ba01764c9245ff1761a4a128ec77c3;hpb=330e9cec4126228c15b6e837b9c55736a2d2eb1e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_minstanex.qc b/qcsrc/server/w_minstanex.qc index 91132e7d2..8efda9b07 100644 --- a/qcsrc/server/w_minstanex.qc +++ b/qcsrc/server/w_minstanex.qc @@ -1,35 +1,9 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex")) +REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex")) #else #ifdef SVQC .float minstanex_lasthit; -void W_Minstanex_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_minstanex_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.weapon_load[WEP_MINSTANEX]; - self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display - } -} - -void W_Minstanex_Reload() -{ - self.reload_ammo_player = ammo_fuel; - if(autocvar_g_balance_minstanex_laser_ammo) - self.reload_ammo_min = min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo); - else - self.reload_ammo_min = autocvar_g_balance_minstanex_ammo; - self.reload_ammo_amount = autocvar_g_balance_minstanex_reload_ammo; - self.reload_time = autocvar_g_balance_minstanex_reload_time; - self.reload_sound = "weapons/reload.wav"; - - W_Reload(); -} - void W_MinstaNex_Attack (void) { float flying; @@ -106,25 +80,10 @@ void W_MinstaNex_Attack (void) if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, 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_minstanex_reload_ammo) - { - if (g_minstagib) - self.clip_load -= - 1; - else - self.clip_load -= autocvar_g_balance_minstanex_ammo; - self.weapon_load[WEP_MINSTANEX] = self.clip_load; - } - else - { - if (g_minstagib) - self.ammo_cells -= - 1; - else - self.ammo_cells -= autocvar_g_balance_minstanex_ammo; - } - } + if (g_minstagib) + W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo); + else + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo); } @@ -229,9 +188,9 @@ float w_minstanex(float req) // if the laser uses load, we also consider its ammo for reloading if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload - W_Minstanex_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload - W_Minstanex_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire)) @@ -248,12 +207,7 @@ float w_minstanex(float req) // decrease ammo for the laser? if(autocvar_g_balance_minstanex_laser_ammo) - { - if(autocvar_g_balance_minstanex_reload_ammo) - self.clip_load -= autocvar_g_balance_minstanex_laser_ammo; - else - self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo); // ugly minstagib hack to reuse the fire mode of the laser float w; @@ -274,13 +228,13 @@ float w_minstanex(float req) precache_sound ("weapons/nexwhoosh1.wav"); precache_sound ("weapons/nexwhoosh2.wav"); precache_sound ("weapons/nexwhoosh3.wav"); - precache_sound ("weapons/reload.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else w_laser(WR_PRECACHE); } else if (req == WR_SETUP) { weapon_setup(WEP_MINSTANEX); - W_Minstanex_SetAmmoCounter(); + self.current_ammo = ammo_cells; self.minstanex_lasthit = 0; } else if (req == WR_CHECKAMMO1) @@ -300,13 +254,16 @@ float w_minstanex(float req) else if (req == WR_RESETPLAYER) { self.minstanex_lasthit = 0; - - // all weapons must be fully loaded when we spawn - self.weapon_load[WEP_MINSTANEX] = autocvar_g_balance_minstanex_reload_ammo; } else if (req == WR_RELOAD) { - W_Minstanex_Reload(); + float used_ammo; + if(autocvar_g_balance_minstanex_laser_ammo) + used_ammo = min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo); + else + used_ammo = autocvar_g_balance_minstanex_ammo; + + W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav"); } return TRUE; };