]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Lastly, the Hagar and Rocket Launcher
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sat, 22 Jan 2011 15:42:38 +0000 (17:42 +0200)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sat, 22 Jan 2011 15:42:38 +0000 (17:42 +0200)
balanceXonotic.cfg
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/w_hagar.qc
qcsrc/server/w_rocketlauncher.qc

index e95b61da5b1c23841b2c08cc403ae3775b3eb25f..02604b66e8c102eb818cede79c56c591878f3848 100644 (file)
@@ -543,6 +543,8 @@ set g_balance_hagar_secondary_lifetime_min 5
 set g_balance_hagar_secondary_lifetime_rand 0
 set g_balance_hagar_secondary_refire 0.12
 set g_balance_hagar_secondary_ammo 1
+set g_balance_hagar_reload_ammo 25
+set g_balance_hagar_reload_time 2
 // }}}
 // {{{ rocketlauncher
 set g_balance_rocketlauncher_damage 82
@@ -568,6 +570,8 @@ set g_balance_rocketlauncher_remote_damage 60
 set g_balance_rocketlauncher_remote_edgedamage 20
 set g_balance_rocketlauncher_remote_radius 120
 set g_balance_rocketlauncher_remote_force 350
+set g_balance_rocketlauncher_reload_ammo 25
+set g_balance_rocketlauncher_reload_time 2
 // }}}
 // {{{ porto
 set g_balance_porto_primary_refire 1.5
index 741c9daf05fed20aa15e6ec9ed8a701e6b673e12..5d5377aef5b3cf3e8f190b82327615951dda9673 100644 (file)
@@ -324,6 +324,8 @@ float autocvar_g_balance_hagar_secondary_lifetime_min;
 float autocvar_g_balance_hagar_secondary_lifetime_rand;
 float autocvar_g_balance_hagar_secondary_radius;
 float autocvar_g_balance_hagar_secondary_refire;
+float autocvar_g_balance_hagar_reload_ammo;
+float autocvar_g_balance_hagar_reload_time;
 float autocvar_g_balance_health_limit;
 float autocvar_g_balance_health_regen;
 float autocvar_g_balance_health_regenlinear;
@@ -552,6 +554,8 @@ float autocvar_g_balance_rocketlauncher_remote_radius;
 float autocvar_g_balance_rocketlauncher_speed;
 float autocvar_g_balance_rocketlauncher_speedaccel;
 float autocvar_g_balance_rocketlauncher_speedstart;
+float autocvar_g_balance_rocketlauncher_reload_ammo;
+float autocvar_g_balance_rocketlauncher_reload_time;
 float autocvar_g_balance_rune_defense_combo_takedamage;
 float autocvar_g_balance_rune_defense_takedamage;
 float autocvar_g_balance_rune_regen_combo_hpmod;
index e1f729e5dab974fc4afcb4de63c882b82c154c65..c4b5220b9bdee134555ff5dc85c9271f8b5a31bc 100644 (file)
@@ -902,6 +902,8 @@ void PutClientInServer (void)
                self.seeker_load = autocvar_g_balance_fireball_reload_ammo;
                self.minstanex_load = autocvar_g_balance_minstanex_reload_ammo;
                self.nex_load = autocvar_g_balance_nex_reload_ammo;
+               self.hagar_load = autocvar_g_balance_hagar_reload_ammo;
+               self.rocketlauncher_load = autocvar_g_balance_rocketlauncher_reload_ammo;
 
                if(inWarmupStage)
                {
index 0ec88961d1982b37ff88a398480017661a86adf5..2d05b285a683568dd9e518fbcf5f56d07720e1c5 100644 (file)
@@ -3,6 +3,61 @@ REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLI
 #else
 #ifdef SVQC
 // NO bounce protection, as bounces are limited!
+
+.float hagar_load;
+
+void W_Hagar_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_hagar_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.hagar_load;
+               self.clip_size = autocvar_g_balance_hagar_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Hagar_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_hagar_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_rockets -= 1;
+       }
+       self.hagar_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_hagar_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Hagar_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_hagar_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_hagar_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hagar_reload_time, W_Hagar_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_Hagar_Explode (void)
 {
        self.event_damage = SUB_Null;
@@ -44,8 +99,18 @@ void W_Hagar_Attack (void)
 {
        local entity missile;
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_primary_ammo;
+       {
+               if(autocvar_g_balance_hagar_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_hagar_primary_ammo;
+                       self.hagar_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo;
+       }
+
        W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -79,8 +144,18 @@ void W_Hagar_Attack2 (void)
 {
        local entity missile;
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_hagar_secondary_ammo;
+       {
+               if(autocvar_g_balance_hagar_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_hagar_secondary_ammo;
+                       self.hagar_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo;
+       }
+
        W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -128,18 +203,35 @@ float w_hagar(float req)
                }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+               if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
+                       W_Hagar_Reload();
+               else if (self.BUTTON_ATCK)
                {
-                       W_Hagar_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+                       if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
+                       {
+                               W_Hagar_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
+                       }
                }
-               if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
-               if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+               else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
                {
-                       W_Hagar_Attack2();
-                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+                       if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
+                       {
+                               W_Hagar_Attack2();
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+                       }
                }
+        if(self.wish_reload)
+        {
+            if(self.switchweapon == self.weapon)
+            {
+                if(self.weaponentity.state == WS_READY)
+                {
+                    self.wish_reload = 0;
+                    W_Hagar_Reload();
+                }
+            }
+        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -149,11 +241,28 @@ float w_hagar(float req)
                precache_sound ("weapons/hagar_fire.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_HAGAR);
+               W_Hagar_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
+       {
+               if(autocvar_g_balance_hagar_reload_ammo)
+                       return self.hagar_load >= autocvar_g_balance_hagar_primary_ammo;
+               else
+                       return self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+       {
+               if(autocvar_g_balance_hagar_reload_ammo)
+                       return self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo;
+               else
+                       return self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Hagar_Reload();
+       }
        return TRUE;
 };
 #endif
index 86da9f457d7ed3e5051be8899b632b6c70ca7873..d38eaaf002aa5d59d47abd802a9562ab1d803c78 100644 (file)
@@ -5,6 +5,60 @@ REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | W
 .float rl_release;
 .float rl_detonate_later;
 
+.float rocketlauncher_load;
+
+void W_RocketLauncher_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_rocketlauncher_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.rocketlauncher_load;
+               self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_RocketLauncher_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_rocketlauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_rockets -= 1;
+       }
+       self.rocketlauncher_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_RocketLauncher_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_rocketlauncher_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_Rocket_Unregister()
 {
        if(self.owner && self.owner.lastrocket == self)
@@ -248,8 +302,17 @@ void W_Rocket_Attack (void)
        local entity missile;
        local entity flash;
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_rocketlauncher_ammo;
+       {
+               if(autocvar_g_balance_rocketlauncher_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
+                       self.rocketlauncher_load = self.clip_load;
+               }
+               else
+                       self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
+       }
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -402,33 +465,49 @@ float w_rlauncher(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
+                       W_RocketLauncher_Reload();
+               else
                {
-                       if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
-                       if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
+                       if (self.BUTTON_ATCK)
                        {
-                               W_Rocket_Attack();
-                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
-                               self.rl_release = 0;
+                               if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+                               if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
+                               {
+                                       W_Rocket_Attack();
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
+                                       self.rl_release = 0;
+                               }
                        }
-               }
-               else
-                       self.rl_release = 1;
+                       else
+                               self.rl_release = 1;
 
-               if (self.BUTTON_ATCK2)
-               {
-                       rockfound = 0;
-                       for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
+                       if (self.BUTTON_ATCK2)
                        {
-                               if(!rock.rl_detonate_later)
+                               rockfound = 0;
+                               for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
                                {
-                                       rock.rl_detonate_later = TRUE;
-                                       rockfound = 1;
+                                       if(!rock.rl_detonate_later)
+                                       {
+                                               rock.rl_detonate_later = TRUE;
+                                               rockfound = 1;
+                                       }
                                }
+                               if(rockfound)
+                                       sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                        }
-                       if(rockfound)
-                               sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                }
+        if(self.wish_reload)
+        {
+            if(self.switchweapon == self.weapon)
+            {
+                if(self.weaponentity.state == WS_READY)
+                {
+                    self.wish_reload = 0;
+                    W_RocketLauncher_Reload();
+                }
+            }
+        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -443,14 +522,25 @@ float w_rlauncher(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_ROCKET_LAUNCHER);
+               W_RocketLauncher_SetAmmoCounter();
                self.rl_release = 1;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               // don't switch while guiding a missile
-               if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
-                       && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
-                       return FALSE;
+               if(autocvar_g_balance_rocketlauncher_reload_ammo)
+               {
+                       // don't switch while guiding a missile
+                       if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
+                               && self.clip_load < autocvar_g_balance_rocketlauncher_ammo)
+                               return FALSE;
+               }
+               else
+               {
+                       // don't switch while guiding a missile
+                       if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
+                               && self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+                               return FALSE;
+               }
        }
        else if (req == WR_CHECKAMMO2)
                return FALSE;
@@ -458,6 +548,10 @@ float w_rlauncher(float req)
        {
                self.rl_release = 0;
        }
+       else if (req == WR_RELOAD)
+       {
+               W_RocketLauncher_Reload();
+       }
        return TRUE;
 };
 #endif