X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_fireball.qc;h=3d1956de7862a61ecf964b9d74401b909cd1fa02;hb=389e78faadb6cec0f9f8d8b5e2f1cc14785cf30f;hp=e0f0748f4725b29b6153334bf4ecc71a1a74f8f6;hpb=d499d939ae90734c284c85058612aebbd0e5f273;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_fireball.qc b/qcsrc/server/w_fireball.qc index e0f0748f4..3d1956de7 100644 --- a/qcsrc/server/w_fireball.qc +++ b/qcsrc/server/w_fireball.qc @@ -1,13 +1,11 @@ #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; -.float fireball_load; - void W_Fireball_SetAmmoCounter() { // set clip_load to the weapon we have switched to, if the gun uses reloading @@ -15,53 +13,24 @@ void W_Fireball_SetAmmoCounter() self.clip_load = 0; // also keeps crosshair ammo from displaying else { - self.clip_load = self.fireball_load; + 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_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_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have - { - self.clip_load += 1; - self.ammo_fuel -= 1; - - // 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.fireball_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - void W_Fireball_Reload() { - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_fireball_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo))) - return; - - float t; + // 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; - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); + 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"; - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_fireball_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; + W_Reload(); } void W_Fireball_Explode (void) @@ -258,7 +227,7 @@ void W_Fireball_Attack1_Frame0() if(autocvar_g_balance_fireball_reload_ammo) { self.clip_load -= autocvar_g_balance_fireball_primary_ammo; - self.fireball_load = self.clip_load; + self.weapon_load[WEP_FIREBALL] = self.clip_load; } else self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo; @@ -319,7 +288,7 @@ void W_Fireball_Attack2() if(autocvar_g_balance_fireball_reload_ammo) { self.clip_load -= autocvar_g_balance_fireball_secondary_ammo; - self.fireball_load = self.clip_load; + self.weapon_load[WEP_FIREBALL] = self.clip_load; } else self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo; @@ -380,6 +349,7 @@ void spawnfunc_weapon_fireball (void) float w_fireball(float req) { + float ammo_amount; if (req == WR_AIM) { self.BUTTON_ATCK = FALSE; @@ -422,17 +392,6 @@ float w_fireball(float req) weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready); } } - if(self.wish_reload) - { - if(self.switchweapon == self.weapon) - { - if(self.weaponentity.state == WS_READY) - { - self.wish_reload = 0; - W_Fireball_Reload(); - } - } - } } else if (req == WR_PRECACHE) { @@ -443,6 +402,7 @@ 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) { @@ -451,22 +411,24 @@ float w_fireball(float req) } else if (req == WR_CHECKAMMO1) { - if(autocvar_g_balance_fireball_reload_ammo) - return self.fireball_load >= autocvar_g_balance_fireball_primary_ammo; - else - 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) { - if(autocvar_g_balance_fireball_reload_ammo) - return self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo; - else - 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 @@ -495,38 +457,34 @@ 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"); } } - else if (req == WR_RELOAD) - { - W_Fireball_Reload(); - } return TRUE; } #endif