X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_grenadelauncher.qc;h=537f62a783162468aa8782f2a81b33a76dd3b7be;hb=43528747368b3c2395edc28dc9298059a5542e40;hp=47698e429149ad333cb07755356764537a5e8917;hpb=9ce95d6a4ce7e2d5d55d91c568c30d5abcf22b61;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_grenadelauncher.qc b/qcsrc/server/w_grenadelauncher.qc index 47698e429..537f62a78 100644 --- a/qcsrc/server/w_grenadelauncher.qc +++ b/qcsrc/server/w_grenadelauncher.qc @@ -1,70 +1,18 @@ #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; -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) if(other.classname == "player") - if(IsDifferentTeam(self.owner, other)) + if(IsDifferentTeam(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) - AnnounceTo(self.owner, "airshot"); + AnnounceTo(self.realowner, "airshot"); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; @@ -72,7 +20,7 @@ void W_Grenade_Explode (void) if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; - RadiusDamage (self, self.owner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other); remove (self); } @@ -81,9 +29,10 @@ void W_Grenade_Explode2 (void) { if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") - if(IsDifferentTeam(self.owner, other)) - if(IsFlying(other)) - AnnounceTo(self.owner, "airshot"); + if(IsDifferentTeam(self.realowner, other)) + if(other.deadflag == DEAD_NO) + if(IsFlying(other)) + AnnounceTo(self.realowner, "airshot"); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; @@ -91,7 +40,7 @@ void W_Grenade_Explode2 (void) if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; - RadiusDamage (self, self.owner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other); + RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other); remove (self); } @@ -213,17 +162,7 @@ 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 @@ -231,7 +170,7 @@ void W_Grenade_Attack (void) pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn (); - gren.owner = self; + gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage; @@ -270,17 +209,7 @@ 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 @@ -288,7 +217,7 @@ void W_Grenade_Attack2 (void) pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); gren = spawn (); - gren.owner = self; + gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage; @@ -358,7 +287,7 @@ 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)) @@ -372,7 +301,7 @@ float w_glauncher(float req) if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary")) { nadefound = 0; - for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self) + for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self) { if(!nade.gl_detonate_later) { @@ -403,28 +332,28 @@ 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"); + //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) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo; - ammo_amount += (autocvar_g_balance_grenadelauncher_reload_ammo && self.grenadelauncher_load >= 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) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo; - ammo_amount += (autocvar_g_balance_grenadelauncher_reload_ammo && self.grenadelauncher_load >= 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_GrenadeLauncher_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; }; @@ -447,19 +376,19 @@ 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"; + w_deathtypestring = _("%s ate %s's grenade"); } return TRUE; }