X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_uzi.qc;h=71ea1f6f6710d33f25dd833324c15f824fbe8a79;hb=5c1853300daf8fd4855f5a693c86a1c05c79633c;hp=3ec7019e6858e8c01916a3b43562112015f091fc;hpb=0ea6fdd8e101803cdeab08ae96d8dfc31215eb80;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 3ec7019e6..71ea1f6f6 100644 --- a/qcsrc/server/w_uzi.qc +++ b/qcsrc/server/w_uzi.qc @@ -1,63 +1,11 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun")) +REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun")) #else #ifdef SVQC -void W_UZI_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_uzi_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.uzi_load; - self.clip_size = autocvar_g_balance_uzi_reload_ammo; // for the crosshair ammo display - } -} - -void W_UZI_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_uzi_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have - { - self.clip_load += 1; - self.ammo_nails -= 1; - } - self.uzi_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_uzi_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_UZI_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_uzi_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_nails, min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo))) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_uzi_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_uzi_reload_time, W_UZI_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - // leilei's fancy muzzleflash stuff -void UZI_Flash_Go() -{ +void UZI_Flash_Go() +{ self.frame = self.frame + 2; self.scale = self.scale * 0.5; self.alpha = self.alpha - 0.25; @@ -67,20 +15,20 @@ void UZI_Flash_Go() { self.think = SUB_Remove; self.nextthink = time; - self.owner.muzzle_flash = world; + self.realowner.muzzle_flash = world; return; } - + } void UziFlash() -{ +{ if (self.muzzle_flash == world) - self.muzzle_flash = spawn(); - + self.muzzle_flash = spawn(); + // muzzle flash for 1st person view setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below - + self.muzzle_flash.scale = 0.75; self.muzzle_flash.think = UZI_Flash_Go; self.muzzle_flash.nextthink = time + 0.02; @@ -88,12 +36,12 @@ void UziFlash() self.muzzle_flash.alpha = 0.75; self.muzzle_flash.angles_z = random() * 180; self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - self.muzzle_flash.owner = self; + self.muzzle_flash.owner = self.muzzle_flash.realowner = self; } void W_UZI_Attack (float deathtype) { - W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage)); + W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage)); if (!g_norecoil) { self.punchangle_x = random () - 0.5; @@ -118,25 +66,10 @@ void W_UZI_Attack (float deathtype) 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); - // 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_uzi_reload_ammo) - { - if (self.misc_bulletcounter == 1) - self.clip_load -= autocvar_g_balance_uzi_first_ammo; - else - self.clip_load -= autocvar_g_balance_uzi_sustained_ammo; - self.uzi_load = self.clip_load; - } - else - { - if (self.misc_bulletcounter == 1) - self.ammo_nails -= autocvar_g_balance_uzi_first_ammo; - else - self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo; - } - } + if (self.misc_bulletcounter == 1) + W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo); + else + W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo); } // weapon frames @@ -150,6 +83,7 @@ void uzi_fire1_02() if (self.BUTTON_ATCK) { if (!weapon_action(self.weapon, WR_CHECKAMMO2)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -168,74 +102,65 @@ void uzi_mode1_fire_auto() { float uzi_spread; - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + if (!self.BUTTON_ATCK) { - if(autocvar_g_balance_uzi_reload_ammo) - { - self.clip_load -= autocvar_g_balance_uzi_sustained_ammo; - self.uzi_load = self.clip_load; - } - else - self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo; - } - - if (self.BUTTON_ATCK) - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto); - else - { - ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready); + w_ready(); return; } if (!weapon_action(self.weapon, WR_CHECKAMMO1)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return; } - - W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage); + + W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo); + + W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage); if (!g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } - + uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max); fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant); endFireBallisticBullet(); - + self.misc_bulletcounter = self.misc_bulletcounter + 1; - + pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); UziFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); - + if (autocvar_g_casings >= 2) // casing code 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); + + ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto); } void uzi_mode1_fire_burst() { - W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage); + W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage); if (!g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } - + fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant); endFireBallisticBullet(); - - + + pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); UziFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); - + if (autocvar_g_casings >= 2) // casing code 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); @@ -249,13 +174,14 @@ void uzi_mode1_fire_burst() { weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst); } - + } void spawnfunc_weapon_machinegun(); // defined in t_items.qc float w_uzi(float req) { + float ammo_amount; if (req == WR_AIM) if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200) self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); @@ -266,37 +192,28 @@ float w_uzi(float req) else if (req == WR_THINK) { if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload - W_UZI_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if(autocvar_g_balance_uzi_mode == 1) { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, 0)) - { + { self.misc_bulletcounter = 0; uzi_mode1_fire_auto(); } - + if(self.BUTTON_ATCK2) if(weapon_prepareattack(1, 0)) { if (!weapon_action(self.weapon, WR_CHECKAMMO2)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return FALSE; } - // 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_uzi_reload_ammo) - { - self.clip_load -= autocvar_g_balance_uzi_burst_ammo; - self.uzi_load = self.clip_load; - } - else - self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo; - } + W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo); self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1; uzi_mode1_fire_burst(); @@ -304,7 +221,7 @@ float w_uzi(float req) } else { - + if (self.BUTTON_ATCK) if (weapon_prepareattack(0, 0)) { @@ -321,17 +238,6 @@ float w_uzi(float req) weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready); } } - if(self.wish_reload) - { - if(self.switchweapon == self.weapon) - { - if(self.weaponentity.state == WS_READY) - { - self.wish_reload = 0; - W_UZI_Reload(); - } - } - } } else if (req == WR_PRECACHE) { @@ -340,39 +246,48 @@ float w_uzi(float req) precache_model ("models/weapons/v_uzi.md3"); precache_model ("models/weapons/h_uzi.iqm"); precache_sound ("weapons/uzi_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_UZI); - W_UZI_SetAmmoCounter(); + self.current_ammo = ammo_nails; } else if (req == WR_CHECKAMMO1) { if(autocvar_g_balance_uzi_mode == 1) - return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo; + ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo; else - return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; + ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; + + if(autocvar_g_balance_uzi_reload_ammo) + { + if(autocvar_g_balance_uzi_mode == 1) + ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_sustained_ammo; + else + ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo; + } + return ammo_amount; } else if (req == WR_CHECKAMMO2) { if(autocvar_g_balance_uzi_mode == 1) - return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo; + ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo; else - return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; + ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo; + + if(autocvar_g_balance_uzi_reload_ammo) + { + if(autocvar_g_balance_uzi_mode == 1) + ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_burst_ammo; + else + ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo; + } + return ammo_amount; } else if (req == WR_RELOAD) { - W_UZI_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 = min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo); - return self.uzi_load >= ammo_amount || self.ammo_nails >= ammo_amount; + W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -387,11 +302,11 @@ float w_uzi(float req) pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) if(w_random < 0.05) - sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.1) - sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.2) - sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) { @@ -400,13 +315,13 @@ float w_uzi(float req) precache_sound("weapons/ric3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s did the impossible"; + w_deathtypestring = _("%s is now thinking with portals"); else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = "%s was sniped by %s"; + w_deathtypestring = _("%s was sniped by %s"); else - w_deathtypestring = "%s was riddled full of holes by %s"; + w_deathtypestring = _("%s was riddled full of holes by %s"); } return TRUE; }