X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=a628be25bbd3521e14a4204cf7ee2905ff010ae5;hb=ef3002909bfd4b08ff4e2fc2f23e07849bac77e0;hp=24c2613bd57ee29560c2b0652d3a2854c74c1cbe;hpb=361ffa180aed430baddde7e03f576b9abe3e78cf;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index 24c2613bd5..a628be25bb 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -47,7 +47,7 @@ void W_Hagar_Attack (void) W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage); + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -82,7 +82,7 @@ void W_Hagar_Attack2 (void) W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage); + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -112,7 +112,7 @@ void W_Hagar_Attack2 (void) other = missile; MUTATOR_CALLHOOK(EditProjectile); } -.float hagar_loadstep, hagar_loadblock; +.float hagar_loadstep, hagar_loadblock, hagar_loadbeep; void W_Hagar_Attack2_Load_Release (void) { // time to release the rockets we've loaded @@ -125,9 +125,9 @@ void W_Hagar_Attack2_Load_Release (void) if(!self.hagar_load) return; - W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo); + weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage); + W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); forward = v_forward; @@ -185,23 +185,14 @@ void W_Hagar_Attack2_Load (void) { // loadable hagar secondary attack, must always run each frame - if not(weapon_action(self.weapon, WR_CHECKAMMO2)) - { - W_SwitchToOtherWeapon(self); - return; - } - - local float loaded; - local float used_ammo, enough_ammo; - + local float loaded, enough_ammo; loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max; - // check if we have enough ammo for another rocket - used_ammo = autocvar_g_balance_hagar_secondary_ammo; + // this is different than WR_CHECKAMMO when it comes to reloading if(autocvar_g_balance_hagar_reload_ammo) - enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load); + enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo; else - enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load); + enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; if(self.BUTTON_ATCK2) { @@ -210,8 +201,9 @@ void W_Hagar_Attack2_Load (void) if(self.hagar_load) { // if we pressed primary fire while loading, unload all rockets and abort + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo self.hagar_load = 0; - sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); // pause until we can load rockets again, once we re-press the alt fire button self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed; @@ -223,30 +215,49 @@ void W_Hagar_Attack2_Load (void) else { // check if we can attempt to load another rocket - if(!self.hagar_loadblock && !loaded && enough_ammo) - if(self.hagar_loadstep < time) + if(!loaded && enough_ammo) { - self.hagar_load += 1; - sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); - - // if this is the last rocket we can load, play the beep sound to notify the player of that - if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max) - sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + if(!self.hagar_loadblock && self.hagar_loadstep < time) + { + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo); + self.hagar_load += 1; + sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM); - self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed; + self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed; + } + } + else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame + { + // if this is the last rocket we can load, play a beep sound to notify the player + sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM); + self.hagar_loadbeep = TRUE; } } } else if(self.hagar_loadblock) { - // the alt fire button was released, so re-enable loading if blocked + // the alt fire button has been released, so re-enable loading if blocked self.hagar_loadblock = FALSE; } if(self.hagar_load) - if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold)) - if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire)) - W_Hagar_Attack2_Load_Release(); + { + self.weapon_forbidchange = TRUE; + if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold)) + W_Hagar_Attack2_Load_Release(); + } + else + { + self.weapon_forbidchange = FALSE; + self.hagar_loadbeep = FALSE; + } + + // we aren't checking ammo during an attack, so we must do it here + if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2)) + { + W_SwitchToOtherWeapon(self); + return; + } } void spawnfunc_weapon_hagar (void) @@ -267,30 +278,27 @@ float w_hagar(float req) } else if (req == WR_THINK) { + local float loadable_secondary; + loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary; + + if (loadable_secondary) + W_Hagar_Attack2_Load(); // must always run each frame if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload weapon_action(self.weapon, WR_RELOAD); - else + else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset { - local float loadable_secondary; - loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary; - - if (loadable_secondary) - W_Hagar_Attack2_Load(); // must run each frame, even when no firing buttons are pressed - if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset + if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) { - if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) - { - W_Hagar_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); - } + W_Hagar_Attack(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready); } - else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary) + } + else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary) + { + if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) { - if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire)) - { - W_Hagar_Attack2(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); - } + W_Hagar_Attack2(); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready); } } } @@ -308,7 +316,13 @@ float w_hagar(float req) { weapon_setup(WEP_HAGAR); self.current_ammo = ammo_rockets; - self.hagar_load = 0; + self.hagar_loadblock = FALSE; + + if(self.hagar_load) + { + W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary + self.hagar_load = 0; + } } else if (req == WR_CHECKAMMO1) { @@ -322,6 +336,10 @@ float w_hagar(float req) ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo; return ammo_amount; } + else if (req == WR_RESETPLAYER) + { + self.hagar_load = 0; + } else if (req == WR_PLAYERDEATH) { // if we have any rockets loaded when we die, release them @@ -330,7 +348,8 @@ float w_hagar(float req) } else if (req == WR_RELOAD) { - W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav"); + if not(self.hagar_load) // require releasing loaded rockets first + W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -346,11 +365,11 @@ float w_hagar(float req) if(!w_issilent) { if (w_random<0.15) - sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); else if (w_random<0.7) - sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); else - sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); } } else if(req == WR_PRECACHE)