X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_sniperrifle.qc;h=f634993f5ad7ea6c2565c4e60eb7fc9b56f54aaf;hb=0fa904dada3c3b0cd22c436a263fd37316add947;hp=22992dc3cf7a1342362fbce4d1fcc39f3549a168;hpb=7a8e4ad81bf523a53882ef97822b0641e424730c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_sniperrifle.qc b/qcsrc/server/w_sniperrifle.qc index 22992dc3c..f634993f5 100644 --- a/qcsrc/server/w_sniperrifle.qc +++ b/qcsrc/server/w_sniperrifle.qc @@ -1,5 +1,5 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", "Sniper Rifle"); +REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", _("Sniper Rifle")) #else #ifdef SVQC //Sniper rifle Primary mode: manually operated bolt*, Secondary: full automatic** @@ -8,87 +8,16 @@ REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_T .float sniperrifle_accumulator; -float W_SniperRifle_CheckMaxBullets(float checkammo) -{ - float maxbulls; - maxbulls = autocvar_g_balance_sniperrifle_magazinecapacity; - if(!maxbulls) - maxbulls = 8; // match HUD - if(checkammo) - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - maxbulls = min(maxbulls, floor(self.ammo_nails / min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo))); - if(self.sniperrifle_bulletcounter > maxbulls || !autocvar_g_balance_sniperrifle_magazinecapacity) - self.sniperrifle_bulletcounter = maxbulls; - return (self.sniperrifle_bulletcounter == maxbulls); -} - -void W_SniperRifle_ReloadedAndReady() -{ - float t; - self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity; - W_SniperRifle_CheckMaxBullets(TRUE); - t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -float W_SniperRifle_Reload() -{ - float t; - - W_SniperRifle_CheckMaxBullets(TRUE); - - if(self.ammo_nails < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // when we get here, bulletcounter must be 0 or -1 - { - print("cannot reload... not enough bullets\n"); - self.sniperrifle_bulletcounter = -1; // reload later - W_SwitchToOtherWeapon(self); - return 0; - } - - if (self.sniperrifle_bulletcounter >= autocvar_g_balance_sniperrifle_magazinecapacity) - return 0; - - if (self.weaponentity) - { - if (self.weaponentity.wframe == WFRAME_RELOAD) - return 0; - - // allow to switch away while reloading, but this will cause a new reload! - self.weaponentity.state = WS_READY; - } - - sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_SniperRifle_ReloadedAndReady); - - self.sniperrifle_bulletcounter = -1; - - return 1; -} - -void W_SniperRifle_CheckReloadAndReady() -{ - w_ready(); - if(self.sniperrifle_bulletcounter <= 0) - if(W_SniperRifle_Reload()) - return; -} - void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant) { - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_nails -= pAmmo; + W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_sniperrifle_reload_ammo); if(deathtype & HITTYPE_SECONDARY) W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_secondary_damage + autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage); else W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_primary_damage + autocvar_g_balance_sniperrifle_primary_headshotaddeddamage); - pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1); + pointparticles(particleeffectnum("sniperrifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1); if(self.BUTTON_ZOOM) // if zoomed, shoot from the eye { @@ -104,9 +33,6 @@ void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAdded if (autocvar_g_casings >= 2) SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); - - self.sniperrifle_bulletcounter = self.sniperrifle_bulletcounter - 1; - W_SniperRifle_CheckMaxBullets(TRUE); } void W_SniperRifle_Attack() @@ -137,9 +63,7 @@ void spawnfunc_weapon_campingrifle (void) void W_SniperRifle_BulletHail_Continue() { float r, sw, af; - W_SniperRifle_CheckReloadAndReady(); - if(self.sniperrifle_bulletcounter < 0) - return; // reloading, so we are done + sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing af = ATTACK_FINISHED(self); self.switchweapon = self.weapon; @@ -177,14 +101,15 @@ void W_SniperRifle_BulletHail(float mode, void(void) AttackFunc, float fr, float else { // just one shot - weapon_thinkf(fr, animtime, W_SniperRifle_CheckReloadAndReady); + weapon_thinkf(fr, animtime, w_ready); } } .float bot_secondary_sniperriflemooth; float w_sniperrifle(float req) { - float full; + float ammo_amount; + if (req == WR_AIM) { self.BUTTON_ATCK=FALSE; @@ -210,10 +135,8 @@ float w_sniperrifle(float req) } else if (req == WR_THINK) { - if(self.sniperrifle_bulletcounter < 0) // forced reload (e.g. because interrupted) - { - self.wish_reload = 1; - } + if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // forced reload + weapon_action(self.weapon, WR_RELOAD); else { self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time); @@ -230,7 +153,7 @@ float w_sniperrifle(float req) if (autocvar_g_balance_sniperrifle_secondary) { if(autocvar_g_balance_sniperrifle_secondary_reload) - self.wish_reload = 1; + weapon_action(self.weapon, WR_RELOAD); else { if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire)) @@ -244,49 +167,40 @@ float w_sniperrifle(float req) } } } - if(self.wish_reload) - { - if(self.switchweapon == self.weapon) - { - if(self.weaponentity.state == WS_READY) - { - self.wish_reload = 0; - W_SniperRifle_Reload(); - } - } - } } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_campingrifle.md3"); precache_model ("models/weapons/v_campingrifle.md3"); precache_model ("models/weapons/h_campingrifle.iqm"); - precache_sound ("weapons/campingrifle_reload.wav"); precache_sound ("weapons/campingrifle_fire.wav"); precache_sound ("weapons/campingrifle_fire2.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_SNIPERRIFLE); - - full = W_SniperRifle_CheckMaxBullets(TRUE); - if(autocvar_g_balance_sniperrifle_auto_reload_on_switch) - if(!full) - self.sniperrifle_bulletcounter = -1; + self.current_ammo = ammo_nails; } else if (req == WR_CHECKAMMO1) - return self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo; + { + ammo_amount = self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo; + ammo_amount += self.weapon_load[WEP_SNIPERRIFLE] >= autocvar_g_balance_sniperrifle_primary_ammo; + return ammo_amount; + } else if (req == WR_CHECKAMMO2) - return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo; - else if (req == WR_RELOAD) { - self.wish_reload = 1; + ammo_amount = self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo; + ammo_amount += self.weapon_load[WEP_SNIPERRIFLE] >= autocvar_g_balance_sniperrifle_secondary_ammo; + return ammo_amount; } else if (req == WR_RESETPLAYER) { self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime; - self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity; - W_SniperRifle_CheckMaxBullets(FALSE); + } + else if (req == WR_RELOAD) + { + W_Reload(min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo), autocvar_g_balance_sniperrifle_reload_ammo, autocvar_g_balance_sniperrifle_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -318,32 +232,32 @@ float w_sniperrifle(float req) else if (req == WR_SUICIDEMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%s shot themself automatically"; + w_deathtypestring = _("%s shot themself automatically"); else - w_deathtypestring = "%s sniped themself somehow"; + w_deathtypestring = _("%s sniped themself somehow"); } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) { if(w_deathtype & HITTYPE_BOUNCE) - w_deathtypestring = "%s failed to hide from %s's bullet hail"; + w_deathtypestring = _("%s failed to hide from %s's bullet hail"); else - w_deathtypestring = "%s died in %s's bullet hail"; + w_deathtypestring = _("%s died in %s's bullet hail"); } else { if(w_deathtype & HITTYPE_BOUNCE) { // TODO special headshot message here too? - w_deathtypestring = "%s failed to hide from %s's rifle"; + w_deathtypestring = _("%s failed to hide from %s's rifle"); } else { if(w_deathtype & HITTYPE_HEADSHOT) - w_deathtypestring = "%s got hit in the head by %s"; + w_deathtypestring = _("%s got hit in the head by %s"); else - w_deathtypestring = "%s was sniped by %s"; + w_deathtypestring = _("%s was sniped by %s"); } } }