X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hlac.qc;h=2344f66bf8173ed3bf57b52705ba9a774609ff0d;hb=36810e8ddba12c1959bc07e4c80630454c6f85a8;hp=88990de62821685de13d1ce24ca0decad035ac23;hpb=a9e41298d7a296528d3ab8aff39826c761f1ae89;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hlac.qc b/qcsrc/server/w_hlac.qc index 88990de62..2344f66bf 100644 --- a/qcsrc/server/w_hlac.qc +++ b/qcsrc/server/w_hlac.qc @@ -1,26 +1,73 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", "Heavy Laser Assault Cannon"); +REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon")) #else #ifdef SVQC -.float HLAC_bulletcounter; -void W_HLAC_Touch (void) + +// weapon load persistence, for weapons that support reloading +.float hlac_load; + +void W_HLAC_SetAmmoCounter() { - PROJECTILE_TOUCH; + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_hlac_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.hlac_load; + self.clip_size = autocvar_g_balance_hlac_reload_ammo; // for the crosshair ammo display + } +} - self.event_damage = SUB_Null; +void W_HLAC_ReloadedAndReady() +{ + float t; - RadiusDamage (self, self.owner, cvar("g_balance_hlac_primary_damage"), cvar("g_balance_hlac_primary_edgedamage"), cvar("g_balance_hlac_primary_radius"), world, cvar("g_balance_hlac_primary_force"), self.projectiledeathtype, other); + // 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_hlac_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have + { + self.clip_load += 1; + self.ammo_cells -= 1; + } + self.hlac_load = self.clip_load; - remove (self); + t = ATTACK_FINISHED(self) - autocvar_g_balance_hlac_reload_time - 1; + ATTACK_FINISHED(self) = t; + w_ready(); } -void W_HLAC_Touch2 (void) +void W_HLAC_Reload() +{ + // return if reloading is disabled for this weapon + if(!autocvar_g_balance_hlac_reload_ammo) + return; + + if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_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_hlac_reload_time + 1; + ATTACK_FINISHED(self) = t; + + weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hlac_reload_time, W_HLAC_ReloadedAndReady); + + self.old_clip_load = self.clip_load; + self.clip_load = -1; +} + +void W_HLAC_Touch (void) { PROJECTILE_TOUCH; self.event_damage = SUB_Null; - - RadiusDamage (self, self.owner, cvar("g_balance_hlac_secondary_damage"), cvar("g_balance_hlac_secondary_edgedamage"), cvar("g_balance_hlac_secondary_radius"), world, cvar("g_balance_hlac_secondary_force"), self.projectiledeathtype, other); + + if(self.projectiledeathtype & HITTYPE_SECONDARY) + RadiusDamage (self, self.owner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other); + else + RadiusDamage (self, self.owner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other); remove (self); } @@ -30,17 +77,24 @@ void W_HLAC_Attack (void) local entity missile; float spread; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_primary_ammo"); - } + // 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_hlac_reload_ammo) + { + self.clip_load -= autocvar_g_balance_hlac_primary_ammo; + self.hlac_load = self.clip_load; + } + else + self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo; + } - spread = cvar("g_balance_hlac_primary_spread_min") + (cvar("g_balance_hlac_primary_spread_add") * self.HLAC_bulletcounter); - spread = min(spread,cvar("g_balance_hlac_primary_spread_max")); + spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter); + spread = min(spread,autocvar_g_balance_hlac_primary_spread_max); if(self.crouch) - spread = spread * cvar("g_balance_hlac_primary_spread_crouchmod"); + spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod; - W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_primary_damage")); + W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_primary_damage); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); if (!g_norecoil) { @@ -51,10 +105,9 @@ void W_HLAC_Attack (void) missile = spawn (); missile.owner = self; missile.classname = "hlacbolt"; - // missile.dmg = issecondary; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_hlac_primary_damage"); + missile.bot_dodgerating = autocvar_g_balance_hlac_primary_damage; missile.movetype = MOVETYPE_FLY; PROJECTILE_MAKETRIGGER(missile); @@ -62,18 +115,20 @@ void W_HLAC_Attack (void) setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_primary_speed"), spread); - missile.angles = vectoangles (missile.velocity); + W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_primary_speed, spread); + //missile.angles = vectoangles (missile.velocity); // csqc missile.touch = W_HLAC_Touch; missile.think = SUB_Remove; - missile.nextthink = time + cvar("g_balance_hlac_primary_lifetime"); + missile.nextthink = time + autocvar_g_balance_hlac_primary_lifetime; missile.flags = FL_PROJECTILE; missile.projectiledeathtype = WEP_HLAC; CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); } void W_HLAC_Attack2f (void) @@ -81,22 +136,21 @@ void W_HLAC_Attack2f (void) local entity missile; float spread; - spread = cvar("g_balance_hlac_secondary_spread"); + spread = autocvar_g_balance_hlac_secondary_spread; if(self.crouch) - spread = spread * cvar("g_balance_hlac_secondary_spread_crouchmod"); + spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod; - W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_hlac_secondary_damage")); + W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_secondary_damage); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = self; missile.classname = "hlacbolt"; - // missile.dmg = issecondary; missile.bot_dodge = TRUE; - missile.bot_dodgerating = cvar("g_balance_hlac_secondary_damage"); + missile.bot_dodgerating = autocvar_g_balance_hlac_secondary_damage; missile.movetype = MOVETYPE_FLY; PROJECTILE_MAKETRIGGER(missile); @@ -104,30 +158,39 @@ void W_HLAC_Attack2f (void) setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); - W_SetupProjectileVelocity(missile, cvar("g_balance_hlac_secondary_speed"), spread); - missile.angles = vectoangles (missile.velocity); + W_SetupProjectileVelocity(missile, autocvar_g_balance_hlac_secondary_speed, spread); + //missile.angles = vectoangles (missile.velocity); // csqc - missile.touch = W_HLAC_Touch2; + missile.touch = W_HLAC_Touch; missile.think = SUB_Remove; - missile.nextthink = time + cvar("g_balance_hlac_secondary_lifetime"); + missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime; missile.flags = FL_PROJECTILE; missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY; CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE); + + other = missile; MUTATOR_CALLHOOK(EditProjectile); } void W_HLAC_Attack2 (void) { float i; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - self.ammo_cells = self.ammo_cells - cvar("g_balance_hlac_secondary_ammo"); - } + // 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_hlac_reload_ammo) + { + self.clip_load -= autocvar_g_balance_hlac_secondary_ammo; + self.hlac_load = self.clip_load; + } + else + self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo; + } - for(i=cvar("g_balance_hlac_secondary_shots");i>0;--i) + for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i) W_HLAC_Attack2f(); if (!g_norecoil) @@ -155,14 +218,14 @@ void HLAC_fire1_02() return; } - ATTACK_FINISHED(self) = time + cvar("g_balance_hlac_primary_refire") * W_WeaponRateFactor(); + ATTACK_FINISHED(self) = time + autocvar_g_balance_hlac_primary_refire * W_WeaponRateFactor(); W_HLAC_Attack(); - self.HLAC_bulletcounter = self.HLAC_bulletcounter + 1; - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02); + self.misc_bulletcounter = self.misc_bulletcounter + 1; + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02); } else { - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready); } }; @@ -173,25 +236,31 @@ void spawnfunc_weapon_hlac (void) float w_hlac(float req) { + float ammo_amount; if (req == WR_AIM) - self.BUTTON_ATCK = bot_aim(cvar("g_balance_hlac_primary_speed"), 0, cvar("g_balance_hlac_primary_lifetime"), FALSE); + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE); else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, cvar("g_balance_hlac_primary_refire"))) + if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload + W_HLAC_Reload(); + else if (self.BUTTON_ATCK) { - self.HLAC_bulletcounter = 0; - W_HLAC_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hlac_primary_refire"), HLAC_fire1_02); + if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire)) + { + self.misc_bulletcounter = 0; + W_HLAC_Attack(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02); + } } - if (self.BUTTON_ATCK2 && cvar("g_balance_hlac_secondary")) - if (weapon_prepareattack(1, cvar("g_balance_hlac_secondary_refire"))) + else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary) { - W_HLAC_Attack2(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hlac_secondary_animtime"), w_ready); + if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire)) + { + W_HLAC_Attack2(); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready); + } } - } else if (req == WR_PRECACHE) { @@ -199,14 +268,35 @@ float w_hlac(float req) precache_model ("models/weapons/v_hlac.md3"); precache_model ("models/weapons/h_hlac.iqm"); precache_sound ("weapons/lasergun_fire.wav"); + precache_sound ("weapons/reload.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_HLAC); + W_HLAC_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_cells >= cvar("g_balance_hlac_primary_ammo"); + { + ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo; + ammo_amount += (autocvar_g_balance_hlac_reload_ammo && self.hlac_load >= autocvar_g_balance_hlac_primary_ammo); + return ammo_amount; + } else if (req == WR_CHECKAMMO2) - return self.ammo_cells >= cvar("g_balance_hlac_secondary_ammo"); + { + ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo; + ammo_amount += (autocvar_g_balance_hlac_reload_ammo && self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo); + return ammo_amount; + } + else if (req == WR_RESETPLAYER) + { + // all weapons must be fully loaded when we spawn + self.hlac_load = autocvar_g_balance_hlac_reload_ammo; + } + else if (req == WR_RELOAD) + { + W_HLAC_Reload(); + } return TRUE; }; #endif @@ -226,9 +316,9 @@ float w_hlac(float req) precache_sound("weapons/laserimpact.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "should have used a smaller gun"; + w_deathtypestring = _("%s should have used a smaller gun"); else if (req == WR_KILLMESSAGE) - w_deathtypestring = "was cut down by"; + w_deathtypestring = _("%s was cut down by %s"); return TRUE; } #endif