X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hlac.qc;h=7b474d6956f04f09ac86e80d45509a60f422b471;hb=c414b7f0f3e2297640d07576e5cc258bc22e756b;hp=bdbb88bc67337b0b86ac05bae959360e00761749;hpb=3d8d2443c67863a2c3daf8340803145321347fde;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hlac.qc b/qcsrc/server/w_hlac.qc index bdbb88bc6..7b474d695 100644 --- a/qcsrc/server/w_hlac.qc +++ b/qcsrc/server/w_hlac.qc @@ -1,60 +1,8 @@ #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_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon")) #else #ifdef SVQC -void W_HLAC_SetAmmoCounter() -{ - // 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 - } -} - -void W_HLAC_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_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; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_hlac_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -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; @@ -74,17 +22,7 @@ void W_HLAC_Attack (void) local entity missile; float spread; - // 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; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo); 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); @@ -175,17 +113,7 @@ void W_HLAC_Attack2 (void) { float i; - // 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; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo); for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i) W_HLAC_Attack2f(); @@ -209,6 +137,7 @@ void HLAC_fire1_02() if (self.BUTTON_ATCK) { if (!weapon_action(self.weapon, WR_CHECKAMMO1)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -233,12 +162,13 @@ void spawnfunc_weapon_hlac (void) float w_hlac(float req) { + float ammo_amount; if (req == WR_AIM) 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(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(); + weapon_action(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire)) @@ -257,17 +187,6 @@ float w_hlac(float req) weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready); } } - if(self.wish_reload) - { - if(self.switchweapon == self.weapon) - { - if(self.weaponentity.state == WS_READY) - { - self.wish_reload = 0; - W_HLAC_Reload(); - } - } - } } else if (req == WR_PRECACHE) { @@ -275,31 +194,29 @@ 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"); + //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_HLAC); - W_HLAC_SetAmmoCounter(); + self.current_ammo = ammo_cells; } else if (req == WR_CHECKAMMO1) { - if(autocvar_g_balance_hlac_reload_ammo) - return self.hlac_load >= autocvar_g_balance_hlac_primary_ammo; - else - return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo; + ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo; + ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_primary_ammo; + return ammo_amount; } else if (req == WR_CHECKAMMO2) { - if(autocvar_g_balance_hlac_reload_ammo) - return self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo; - else - return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo; + ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo; + ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_secondary_ammo; + return ammo_amount; } else if (req == WR_RELOAD) { - W_HLAC_Reload(); + W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -320,9 +237,9 @@ float w_hlac(float req) precache_sound("weapons/laserimpact.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s should have used a smaller gun"; + w_deathtypestring = _("%s should have used a smaller gun"); else if (req == WR_KILLMESSAGE) - w_deathtypestring = "%s was cut down by %s"; + w_deathtypestring = _("%s was cut down by %s"); return TRUE; } #endif