X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_minstanex.qc;h=721fbe42e4c95d264c40a5bab4cee08b4ed37de7;hb=36810e8ddba12c1959bc07e4c80630454c6f85a8;hp=ce97b02451210d7db63a342db4eb03254e98b2b8;hpb=26c8963b7747f4c53fc541df0dd71b7024d1d496;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_minstanex.qc b/qcsrc/server/w_minstanex.qc index ce97b0245..721fbe42e 100644 --- a/qcsrc/server/w_minstanex.qc +++ b/qcsrc/server/w_minstanex.qc @@ -1,9 +1,69 @@ #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_CANCLIMB | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "minstanex", "minstanex", _("MinstaNex")) #else #ifdef SVQC .float minstanex_lasthit; +// weapon load persistence, for weapons that support reloading +.float minstanex_load; + +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(autocvar_g_balance_minstanex_laser_ammo) + { + if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo))) + 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; @@ -43,7 +103,7 @@ void W_MinstaNex_Attack (void) // teamcolor / hit beam effect vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); - if(teamplay) + if(teams_matter) { switch(self.team) { @@ -80,12 +140,24 @@ 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 (g_minstagib) - self.ammo_cells = self.ammo_cells - 1; + 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 - self.ammo_cells = self.ammo_cells - cvar("g_balance_minstanex_ammo"); + { + if (g_minstagib) + self.ammo_cells -= - 1; + else + self.ammo_cells -= autocvar_g_balance_minstanex_ammo; + } } } @@ -171,30 +243,51 @@ void minstagib_ammocheck (void) void spawnfunc_weapon_minstanex (void); // defined in t_items.qc +float minstanex_ammo; float w_minstanex(float req) { + float ammo_amount; 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(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE); + self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE); } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) + if(g_minstagib) + minstanex_ammo = 1; + else + minstanex_ammo = autocvar_g_balance_minstanex_ammo; + + // if the laser uses load, we also consider its ammo for reloading + 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 + W_Minstanex_Reload(); + else if(autocvar_g_balance_minstanex_reload_ammo && self.clip_load < minstanex_ammo) // forced reload + W_Minstanex_Reload(); + else if (self.BUTTON_ATCK) { - if (weapon_prepareattack(0, cvar("g_balance_minstanex_refire"))) + if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire)) { W_MinstaNex_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minstanex_animtime"), w_ready); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minstanex_animtime, w_ready); } } else if (self.BUTTON_ATCK2) { if (self.jump_interval <= time) { - self.jump_interval = time + cvar("g_balance_laser_primary_refire") * W_WeaponRateFactor(); + self.jump_interval = time + autocvar_g_balance_laser_primary_refire * W_WeaponRateFactor(); + + // decrease ammo for the laser? + if(autocvar_g_balance_minstanex_laser_ammo) + { + if(autocvar_g_balance_minstanex_reload_ammo) + self.clip_load -= autocvar_g_balance_minstanex_laser_ammo; + else + self.ammo_cells -= autocvar_g_balance_minstanex_laser_ammo; + } // ugly minstagib hack to reuse the fire mode of the laser float w; @@ -215,25 +308,39 @@ 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"); w_laser(WR_PRECACHE); } else if (req == WR_SETUP) { weapon_setup(WEP_MINSTANEX); + W_Minstanex_SetAmmoCounter(); self.minstanex_lasthit = 0; } else if (req == WR_CHECKAMMO1) { - if (g_minstagib) - return self.ammo_cells >= 1; - else - return self.ammo_cells >= cvar("g_balance_minstanex_ammo"); + ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo; + ammo_amount += (autocvar_g_balance_minstanex_reload_ammo && self.minstanex_load >= autocvar_g_balance_minstanex_ammo); + return ammo_amount; } else if (req == WR_CHECKAMMO2) - return TRUE; + { + if(!autocvar_g_balance_minstanex_laser_ammo) + return TRUE; + ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_laser_ammo; + ammo_amount += (autocvar_g_balance_minstanex_reload_ammo && self.minstanex_load >= autocvar_g_balance_minstanex_laser_ammo); + return ammo_amount; + } else if (req == WR_RESETPLAYER) { self.minstanex_lasthit = 0; + + // all weapons must be fully loaded when we spawn + self.minstanex_load = autocvar_g_balance_minstanex_reload_ammo; + } + else if (req == WR_RELOAD) + { + W_Minstanex_Reload(); } return TRUE; }; @@ -254,9 +361,9 @@ 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