X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hagar.qc;h=df0d96679890f3b824cfda07b5dbc5384f2f9ce2;hb=e485fd25f90166cbd4a258456a7bd66540536608;hp=e982c3a213718828b3986f302074a12ff4c2d0b8;hpb=b0c3dccd19b4e834a28c993430f158109ea0ca38;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hagar.qc b/qcsrc/server/w_hagar.qc index e982c3a21..df0d96679 100644 --- a/qcsrc/server/w_hagar.qc +++ b/qcsrc/server/w_hagar.qc @@ -1,64 +1,9 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar")) +REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar")) #else #ifdef SVQC // NO bounce protection, as bounces are limited! -// weapon load persistence, for weapons that support reloading -.float hagar_load; - -void W_Hagar_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_hagar_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.hagar_load; - self.clip_size = autocvar_g_balance_hagar_reload_ammo; // for the crosshair ammo display - } -} - -void W_Hagar_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_hagar_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.hagar_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_hagar_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_Hagar_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_hagar_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_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_hagar_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hagar_reload_time, W_Hagar_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - void W_Hagar_Explode (void) { self.event_damage = SUB_Null; @@ -100,17 +45,7 @@ void W_Hagar_Attack (void) { local entity missile; - // 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_hagar_reload_ammo) - { - self.clip_load -= autocvar_g_balance_hagar_primary_ammo; - self.hagar_load = self.clip_load; - } - else - self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo; - } + 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); @@ -145,17 +80,7 @@ void W_Hagar_Attack2 (void) { local entity missile; - // 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_hagar_reload_ammo) - { - self.clip_load -= autocvar_g_balance_hagar_secondary_ammo; - self.hagar_load = self.clip_load; - } - else - self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo; - } + 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); @@ -206,7 +131,7 @@ float w_hagar(float req) else if (req == WR_THINK) { 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 - W_Hagar_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire)) @@ -230,33 +155,28 @@ float w_hagar(float req) precache_model ("models/weapons/v_hagar.md3"); precache_model ("models/weapons/h_hagar.iqm"); precache_sound ("weapons/hagar_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_HAGAR); - W_Hagar_SetAmmoCounter(); + self.current_ammo = ammo_rockets; } else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo; - ammo_amount += (autocvar_g_balance_hagar_reload_ammo && self.hagar_load >= autocvar_g_balance_hagar_primary_ammo); + ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo; - ammo_amount += (autocvar_g_balance_hagar_reload_ammo && self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo); + ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo; return ammo_amount; } - else if (req == WR_RESETPLAYER) - { - // all weapons must be fully loaded when we spawn - self.hagar_load = autocvar_g_balance_hagar_reload_ammo; - } else if (req == WR_RELOAD) { - W_Hagar_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"); } return TRUE; }; @@ -286,13 +206,13 @@ float w_hagar(float req) precache_sound("weapons/hagexp3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s played with tiny rockets"; + w_deathtypestring = _("%s played with tiny rockets"); else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH - w_deathtypestring = "%s hoped %s's missiles wouldn't bounce"; + w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce"); else // unchecked: SPLASH, SECONDARY - w_deathtypestring = "%s was pummeled by %s"; + w_deathtypestring = _("%s was pummeled by %s"); } return TRUE; }