X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=635b1ccf8b959ac753e4f06ef493605e9049b973;hb=da0940d69f58ee96b2d46bcd613d6774172a3969;hp=c3ed59164f2c76b1801a53a920c2352cd4f49fb5;hpb=1ceb14cc5cb497f1161f72cb5a416b4eaa811382;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index c3ed59164..635b1ccf8 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -1,60 +1,8 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) +REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) #else #ifdef SVQC -void W_Shotgun_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_shotgun_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.shotgun_load; - self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display - } -} - -void W_Shotgun_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_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have - { - self.clip_load += 1; - self.ammo_shells -= 1; - } - self.shotgun_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_Shotgun_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_shotgun_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo)) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - void W_Shotgun_Attack (void) { float sc; @@ -75,17 +23,7 @@ void W_Shotgun_Attack (void) bulletspeed = autocvar_g_balance_shotgun_primary_speed; bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant; - // 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_shotgun_reload_ammo) - { - self.clip_load -= ammoamount; - self.shotgun_load = self.clip_load; - } - else - self.ammo_shells -= ammoamount; - } + W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo); W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets); for (sc = 0;sc < bullets;sc = sc + 1) @@ -139,7 +77,7 @@ void shotgun_meleethink (void) Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force); remove(self); } - else if(time >= self.cnt + meleetime) // missed, remove ent + else if(time >= self.cnt + meleetime || (self.owner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent remove(self); else // continue swinging the weapon in hope of hitting someone :) self.nextthink = time; @@ -164,6 +102,7 @@ void spawnfunc_weapon_shotgun(); // defined in t_items.qc float w_shotgun(float req) { + float ammo_amount; if (req == WR_AIM) if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range) self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); @@ -172,7 +111,11 @@ float w_shotgun(float req) else if (req == WR_THINK) { if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload - W_Shotgun_Reload(); + { + // don't force reload an empty shotgun if its melee attack is active + if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo) + weapon_action(self.weapon, WR_RELOAD); + } else { if (self.BUTTON_ATCK) @@ -187,12 +130,13 @@ float w_shotgun(float req) } } } - if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary) - if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire)) - { - // attempt forcing playback of the anim by switching to another anim (that we never play) here... - weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2); - } + } + if (self.clip_load >= 0) // we are not currently reloading + if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary) + if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire)) + { + // attempt forcing playback of the anim by switching to another anim (that we never play) here... + weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2); } } else if (req == WR_PRECACHE) @@ -204,36 +148,27 @@ float w_shotgun(float req) precache_sound ("misc/itempickup.wav"); precache_sound ("weapons/shotgun_fire.wav"); precache_sound ("weapons/shotgun_melee.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_SHOTGUN); - W_Shotgun_SetAmmoCounter(); + self.current_ammo = ammo_shells; } else if (req == WR_CHECKAMMO1) { - if(autocvar_g_balance_shotgun_reload_ammo) - return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo; - else - return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo; + ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo; + ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo; + return ammo_amount; } else if (req == WR_CHECKAMMO2) { + // melee attack is always available return TRUE; } else if (req == WR_RELOAD) { - W_Shotgun_Reload(); - } - else if (req == WR_SWITCHABLE) - { - // checks if this weapon can be switched to, when reloading is enabled - // returns true if there's either enough load in the weapon to use it, - // or we have enough ammo to reload the weapon to a usable point - float ammo_amount; - ammo_amount = autocvar_g_balance_shotgun_primary_ammo; - return (autocvar_g_balance_shotgun_reload_ammo && self.shotgun_load >= ammo_amount) || self.ammo_shells >= ammo_amount; + W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -265,13 +200,13 @@ float w_shotgun(float req) precache_sound("weapons/ric3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s did the impossible"; + w_deathtypestring = _("%s did the impossible"); else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun"; + w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun"); else - w_deathtypestring = "%s was gunned by %s"; + w_deathtypestring = _("%s was gunned by %s"); } return TRUE; }