X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_fireball.qc;h=3d1956de7862a61ecf964b9d74401b909cd1fa02;hb=389e78faadb6cec0f9f8d8b5e2f1cc14785cf30f;hp=98b2b7f740470548d857e10d243b04959d1233ee;hpb=6dac08025d0ee0e26007b045167b6484598cf429;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_fireball.qc b/qcsrc/server/w_fireball.qc index 98b2b7f74..3d1956de7 100644 --- a/qcsrc/server/w_fireball.qc +++ b/qcsrc/server/w_fireball.qc @@ -1,11 +1,38 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", "Fireball"); +REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball")); #else #ifdef SVQC .float bot_primary_fireballmooth; // whatever a mooth is .vector fireball_impactvec; .float fireball_primarytime; +void W_Fireball_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_fireball_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.weapon_load[WEP_FIREBALL]; + self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display + } +} + +void W_Fireball_Reload() +{ + // fuel can be a non-whole number, which brakes stuff here when between 0 and 1 + if(self.ammo_fuel < 1) + self.ammo_fuel = 0; + + self.reload_ammo_player = ammo_fuel; + self.reload_ammo_min = min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo); + self.reload_ammo_amount = autocvar_g_balance_fireball_reload_ammo; + self.reload_time = autocvar_g_balance_fireball_reload_time; + self.reload_sound = "weapons/reload.wav"; + + W_Reload(); +} + void W_Fireball_Explode (void) { entity e; @@ -194,8 +221,17 @@ void W_Fireball_Attack1_Frame1() void W_Fireball_Attack1_Frame0() { + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_primary_ammo; + { + if(autocvar_g_balance_fireball_reload_ammo) + { + self.clip_load -= autocvar_g_balance_fireball_primary_ammo; + self.weapon_load[WEP_FIREBALL] = self.clip_load; + } + else + self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo; + } W_Fireball_AttackEffect(0, '-1.25 -3.75 0'); sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM); @@ -246,8 +282,17 @@ void W_Fireball_Attack2() vector f_diff; float c; + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_secondary_ammo; + { + if(autocvar_g_balance_fireball_reload_ammo) + { + self.clip_load -= autocvar_g_balance_fireball_secondary_ammo; + self.weapon_load[WEP_FIREBALL] = self.clip_load; + } + else + self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo; + } c = mod(self.bulletcounter, 4); switch(c) @@ -304,6 +349,7 @@ void spawnfunc_weapon_fireball (void) float w_fireball(float req) { + float ammo_amount; if (req == WR_AIM) { self.BUTTON_ATCK = FALSE; @@ -327,18 +373,24 @@ float w_fireball(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (time >= self.fireball_primarytime) - if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire)) + if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload + W_Fireball_Reload(); + else if (self.BUTTON_ATCK) { - W_Fireball_Attack1_Frame0(); - self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2; + if (time >= self.fireball_primarytime) + if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire)) + { + W_Fireball_Attack1_Frame0(); + self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2; + } } - if (self.BUTTON_ATCK2) - if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire)) + else if (self.BUTTON_ATCK2) { - W_Fireball_Attack2(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready); + if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire)) + { + W_Fireball_Attack2(); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready); + } } } else if (req == WR_PRECACHE) @@ -350,17 +402,33 @@ float w_fireball(float req) precache_sound ("weapons/fireball_fire.wav"); precache_sound ("weapons/fireball_fire2.wav"); precache_sound ("weapons/fireball_prefire2.wav"); + precache_sound ("weapons/reload.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_FIREBALL); + W_Fireball_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo; + { + ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo; + ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_primary_ammo; + return ammo_amount; + } else if (req == WR_CHECKAMMO2) - return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo; + { + ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo; + ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_secondary_ammo; + return ammo_amount; + } else if (req == WR_RESETPLAYER) { self.fireball_primarytime = time; } + else if (req == WR_RELOAD) + { + W_Fireball_Reload(); + } return TRUE; }; #endif @@ -389,32 +457,32 @@ float w_fireball(float req) else if (req == WR_SUICIDEMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%s forgot about some firemine"; + w_deathtypestring = _("%s forgot about some firemine"); else - w_deathtypestring = "%s should have used a smaller gun"; + w_deathtypestring = _("%s should have used a smaller gun"); } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) { if(w_deathtype & HITTYPE_HEADSHOT) - w_deathtypestring = "%s tried to catch %s's firemine"; + w_deathtypestring = _("%s tried to catch %s's firemine"); else - w_deathtypestring = "%s fatefully ignored %s's firemine"; + w_deathtypestring = _("%s fatefully ignored %s's firemine"); } else { if(w_deathtype & HITTYPE_BOUNCE) { if(w_deathtype & HITTYPE_SPLASH) // BFG effect - w_deathtypestring = "%s could not hide from %s's fireball"; + w_deathtypestring = _("%s could not hide from %s's fireball"); else // laser - w_deathtypestring = "%s saw the pretty lights of %s's fireball"; + w_deathtypestring = _("%s saw the pretty lights of %s's fireball"); } else if(w_deathtype & HITTYPE_SPLASH) - w_deathtypestring = "%s got too close to %s's fireball"; + w_deathtypestring = _("%s got too close to %s's fireball"); else - w_deathtypestring = "%s tasted %s's fireball"; + w_deathtypestring = _("%s tasted %s's fireball"); } } return TRUE;