X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_grenadelauncher.qc;h=017a41a87a9a2bbb08ed1bcca99c1914227e439a;hb=da0940d69f58ee96b2d46bcd613d6774172a3969;hp=ddd5eacf499e4b5c4b071eccc9ae217565302c83;hpb=32406aaf48d48cb07b47db920af7a063bdf4b57f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_grenadelauncher.qc b/qcsrc/server/w_grenadelauncher.qc index ddd5eacf4..017a41a87 100644 --- a/qcsrc/server/w_grenadelauncher.qc +++ b/qcsrc/server/w_grenadelauncher.qc @@ -1,64 +1,10 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar")) +REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar")) #else #ifdef SVQC .float gl_detonate_later; .float gl_bouncecnt; -.float grenadelauncher_load; - -void W_GrenadeLauncher_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_grenadelauncher_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.grenadelauncher_load; - self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display - } -} - -void W_GrenadeLauncher_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_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have - { - self.clip_load += 1; - self.ammo_rockets -= 1; - } - self.grenadelauncher_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_GrenadeLauncher_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_grenadelauncher_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo))) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_grenadelauncher_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - void W_Grenade_Explode (void) { if(other.takedamage == DAMAGE_AIM) @@ -215,17 +161,7 @@ void W_Grenade_Attack (void) { local entity gren; - // 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_grenadelauncher_reload_ammo) - { - self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo; - self.grenadelauncher_load = self.clip_load; - } - else - self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo; - } + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo); W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage); w_shotdir = v_forward; // no TrueAim for grenades please @@ -272,17 +208,7 @@ void W_Grenade_Attack2 (void) { local entity gren; - // 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_grenadelauncher_reload_ammo) - { - self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo; - self.grenadelauncher_load = self.clip_load; - } - else - self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo; - } + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo); W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage); w_shotdir = v_forward; // no TrueAim for grenades please @@ -334,6 +260,7 @@ float w_glauncher(float req) { entity nade; float nadefound; + float ammo_amount; if (req == WR_AIM) { @@ -359,7 +286,7 @@ float w_glauncher(float req) else if (req == WR_THINK) { if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload - W_GrenadeLauncher_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire)) @@ -390,17 +317,6 @@ float w_glauncher(float req) weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready); } } - if(self.wish_reload) - { - if(self.switchweapon == self.weapon) - { - if(self.weaponentity.state == WS_READY) - { - self.wish_reload = 0; - W_GrenadeLauncher_Reload(); - } - } - } } else if (req == WR_PRECACHE) { @@ -415,25 +331,28 @@ float w_glauncher(float req) precache_sound ("weapons/grenade_bounce6.wav"); precache_sound ("weapons/grenade_stick.wav"); precache_sound ("weapons/grenade_fire.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_GRENADE_LAUNCHER); - W_GrenadeLauncher_SetAmmoCounter(); + self.current_ammo = ammo_rockets; } else if (req == WR_CHECKAMMO1) { - if(autocvar_g_balance_grenadelauncher_reload_ammo) - return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo; - else - return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo; + ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo; + ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo; + return ammo_amount; } else if (req == WR_CHECKAMMO2) { - if(autocvar_g_balance_grenadelauncher_reload_ammo) - return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo; - else - return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo; + ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo; + ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo; + return ammo_amount; + } + else if (req == WR_RELOAD) + { + W_Reload(min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -456,23 +375,19 @@ float w_glauncher(float req) else if (req == WR_SUICIDEMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%s tried out his own grenade"; + w_deathtypestring = _("%s tried out his own grenade"); else - w_deathtypestring = "%s detonated"; + w_deathtypestring = _("%s detonated"); } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SPLASH) if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then) - w_deathtypestring = "%s didn't see %s's grenade"; + w_deathtypestring = _("%s didn't see %s's grenade"); else // unchecked: SECONDARY - w_deathtypestring = "%s almost dodged %s's grenade"; + w_deathtypestring = _("%s almost dodged %s's grenade"); else // unchecked: SECONDARY, BOUNCE - w_deathtypestring = "%s ate %s's grenade"; - } - else if (req == WR_RELOAD) - { - W_GrenadeLauncher_Reload(); + w_deathtypestring = _("%s ate %s's grenade"); } return TRUE; }