X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_minstanex.qc;h=4481178de19b4b3b07a276dae2e6b3f6099058e0;hb=4aabbcbfcb5d689c7553db92012b7db84b867afa;hp=7936c9f3f132b8974ee39a6e89f9b5a77d56487b;hpb=14ed7708d8b52fe6f8f1f980e44254e1b7a28da8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_minstanex.qc b/qcsrc/server/w_minstanex.qc index 7936c9f3f..4481178de 100644 --- a/qcsrc/server/w_minstanex.qc +++ b/qcsrc/server/w_minstanex.qc @@ -1,80 +1,9 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex")) +REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex")) #else #ifdef SVQC .float minstanex_lasthit; -.float minstanex_load; - -float W_Minstanex_LaserUsesLoad() -{ - // if the minsta uses reloading, and consumption is enabled for the minsta laser, decrease clip load - if(!autocvar_g_balance_minstanex_reload_ammo) // reloading is disabled - return FALSE; - - if(autocvar_g_balance_minstanex_reload_laserload) - return autocvar_g_balance_minstanex_reload_laserload; - - return FALSE; -} - -void W_Minstanex_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_minstanex_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.minstanex_load; - self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display - } -} - -void W_Minstanex_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_minstanex_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.minstanex_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_Minstanex_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_minstanex_reload_ammo) - return; - - if(W_Minstanex_LaserUsesLoad()) - { - if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, W_Minstanex_LaserUsesLoad()))) - return; - } - else if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo)) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - void W_MinstaNex_Attack (void) { float flying; @@ -151,25 +80,10 @@ void W_MinstaNex_Attack (void) if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self); - // 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_minstanex_reload_ammo) - { - if (g_minstagib) - self.clip_load -= - 1; - else - self.clip_load -= autocvar_g_balance_minstanex_ammo; - self.minstanex_load = self.clip_load; - } - else - { - if (g_minstagib) - self.ammo_cells -= - 1; - else - self.ammo_cells -= autocvar_g_balance_minstanex_ammo; - } - } + if (g_minstagib) + W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo); + else + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo); } @@ -180,6 +94,7 @@ void minstagib_ammocheck (void) return; if (self.ammo_cells <= 0) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if (self.health == 5) { @@ -256,9 +171,18 @@ void spawnfunc_weapon_minstanex (void); // defined in t_items.qc float w_minstanex(float req) { + float ammo_amount; + float minstanex_ammo; + + // now multiple WR_s use this + if(g_minstagib) + minstanex_ammo = 1; + else + minstanex_ammo = autocvar_g_balance_minstanex_ammo; + if (req == WR_AIM) { - if(self.ammo_cells>0) + if(self.ammo_cells > 0) self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE); else self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE); @@ -266,10 +190,10 @@ float w_minstanex(float req) else if (req == WR_THINK) { // if the laser uses load, we also consider its ammo for reloading - if(autocvar_g_balance_minstanex_reload_ammo && W_Minstanex_LaserUsesLoad() && ((g_minstagib && self.clip_load < min(1, W_Minstanex_LaserUsesLoad())) || (!g_minstagib && self.clip_load < min(autocvar_g_balance_minstanex_ammo, W_Minstanex_LaserUsesLoad())))) // forced reload - W_Minstanex_Reload(); - else if(autocvar_g_balance_minstanex_reload_ammo && ((g_minstagib && self.clip_load < 1) || (!g_minstagib && self.clip_load < autocvar_g_balance_minstanex_ammo))) // forced reload - W_Minstanex_Reload(); + if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload + weapon_action(self.weapon, WR_RELOAD); + else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload + weapon_action(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire)) @@ -284,9 +208,9 @@ float w_minstanex(float req) { self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor(); - // decrease clip load for the laser? - if(autocvar_g_balance_minstanex_reload_ammo && W_Minstanex_LaserUsesLoad()) - self.clip_load -= W_Minstanex_LaserUsesLoad(); + // decrease ammo for the laser? + if(autocvar_g_balance_minstanex_laser_ammo) + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo); // ugly minstagib hack to reuse the fire mode of the laser float w; @@ -296,17 +220,6 @@ float w_minstanex(float req) self.weapon = w; } } - if(self.wish_reload) - { - if(self.switchweapon == self.weapon) - { - if(self.weaponentity.state == WS_READY) - { - self.wish_reload = 0; - W_Minstanex_Reload(); - } - } - } } else if (req == WR_PRECACHE) { @@ -318,37 +231,28 @@ float w_minstanex(float req) precache_sound ("weapons/nexwhoosh1.wav"); precache_sound ("weapons/nexwhoosh2.wav"); precache_sound ("weapons/nexwhoosh3.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else w_laser(WR_PRECACHE); } else if (req == WR_SETUP) { weapon_setup(WEP_MINSTANEX); - W_Minstanex_SetAmmoCounter(); + self.current_ammo = ammo_cells; self.minstanex_lasthit = 0; } else if (req == WR_CHECKAMMO1) { - if(autocvar_g_balance_minstanex_reload_ammo) - { - if (g_minstagib) - return self.clip_load >= 1; - else - return self.clip_load >= autocvar_g_balance_minstanex_ammo; - } - else - { - if (g_minstagib) - return self.ammo_cells >= 1; - else - return self.ammo_cells >= autocvar_g_balance_minstanex_ammo; - } + ammo_amount = self.ammo_cells >= minstanex_ammo; + ammo_amount += self.weapon_load[WEP_MINSTANEX] >= minstanex_ammo; + return ammo_amount; } else if (req == WR_CHECKAMMO2) { - if(W_Minstanex_LaserUsesLoad()) - return W_Minstanex_LaserUsesLoad(); - else + if(!autocvar_g_balance_minstanex_laser_ammo) return TRUE; + ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo; + ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_laser_ammo; + return ammo_amount; } else if (req == WR_RESETPLAYER) { @@ -356,7 +260,13 @@ float w_minstanex(float req) } else if (req == WR_RELOAD) { - W_Minstanex_Reload(); + float used_ammo; + if(autocvar_g_balance_minstanex_laser_ammo) + used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo); + else + used_ammo = minstanex_ammo; + + W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -377,9 +287,9 @@ float w_minstanex(float req) precache_sound("weapons/neximpact.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s did the impossible"; + w_deathtypestring = _("%s did the impossible"); else if (req == WR_KILLMESSAGE) - w_deathtypestring = "%s has been vaporized by %s"; + w_deathtypestring = _("%s has been vaporized by %s"); return TRUE; } #endif