]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_crylink.qc
get rid of some cruft (mapvote_maxlen) that was for the old centerprint mapvote interface
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_crylink.qc
index e42902078c5184cad02a585e7e2fbb91ff97cd6a..6490a3e3a4db90a2da9d0ccfc5ecc14ac6fbc1a9 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink"));
+REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink"));
 #else
 #ifdef SVQC
 .float gravity;
@@ -9,61 +9,6 @@ REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLA
 .entity queuenext;
 .entity queueprev;
 
-// weapon load persistence, for weapons that support reloading
-.float crylink_load;
-
-void W_Crylink_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_crylink_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.crylink_load;
-               self.clip_size = autocvar_g_balance_crylink_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_Crylink_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_crylink_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.crylink_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_crylink_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_Crylink_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_crylink_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_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_crylink_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_crylink_reload_time, W_Crylink_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
 void W_Crylink_CheckLinks(entity e)
 {
        float i;
@@ -71,6 +16,8 @@ void W_Crylink_CheckLinks(entity e)
 
        if(e == world)
                error("W_Crylink_CheckLinks: entity is world");
+       if(e.classname != "spike")
+               error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
 
        p = e;
        for(i = 0; i < 1000; ++i)
@@ -87,10 +34,13 @@ void W_Crylink_CheckLinks(entity e)
 
 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
 {
+       W_Crylink_CheckLinks(next);
        if(me == own.crylink_lastgroup)
                own.crylink_lastgroup = ((me == next) ? world : next);
        prev.queuenext = next;
        next.queueprev = prev;
+       if(me != next)
+               W_Crylink_CheckLinks(next);
 }
 
 void W_Crylink_Dequeue(entity e)
@@ -107,7 +57,10 @@ void W_Crylink_LinkExplode (entity e, entity e2)
        if(e == e.realowner.crylink_lastgroup)
                e.realowner.crylink_lastgroup = world;
 
-       RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
+       if(e.projectiledeathtype & HITTYPE_SECONDARY)
+               RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other);
+       else
+               RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
 
        if(e.queuenext != e2)
                W_Crylink_LinkExplode(e.queuenext, e2);
@@ -206,6 +159,8 @@ vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
                //      p->velocity -> HUEG away from center
        }
 
+       W_Crylink_CheckLinks(e);
+
        return targ_origin;
 }
 
@@ -327,7 +282,7 @@ void W_Crylink_Touch2 (void)
        }
 
        float a;
-       a = 1 - (time - self.fade_time) * self.fade_rate;
+       a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
 
        finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
        if(finalhit)
@@ -374,24 +329,14 @@ void W_Crylink_Attack (void)
        vector forward, right, up;
        float maxdmg;
 
-       // 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_crylink_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_crylink_primary_ammo;
-                       self.crylink_load = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= autocvar_g_balance_crylink_primary_ammo;
-       }
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
 
        maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
        maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
        if(autocvar_g_balance_crylink_primary_joinexplode)
                maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
 
-       W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg);
+       W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -478,6 +423,7 @@ void W_Crylink_Attack (void)
                counter = counter + 1;
        }
        self.crylink_lastgroup = proj;
+       W_Crylink_CheckLinks(proj);
 }
 
 void W_Crylink_Attack2 (void)
@@ -486,24 +432,14 @@ void W_Crylink_Attack2 (void)
        local entity proj, prevproj, firstproj;
        float maxdmg;
 
-       // 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_crylink_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_crylink_secondary_ammo;
-                       self.crylink_load = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= autocvar_g_balance_crylink_secondary_ammo;
-       }
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
 
        maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
        maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
        if(autocvar_g_balance_crylink_secondary_joinexplode)
                maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
 
-       W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg);
+       W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
 
        shots = autocvar_g_balance_crylink_secondary_shots;
        pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
@@ -595,7 +531,7 @@ float w_crylink(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
-                       W_Crylink_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (!self.crylink_waitrelease)
@@ -647,6 +583,7 @@ float w_crylink(float req)
                                }
                                self.crylink_waitrelease = 0;
                                if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
+                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                                {
                                        // ran out of ammo!
                                        self.cnt = WEP_CRYLINK;
@@ -663,12 +600,12 @@ float w_crylink(float req)
                precache_sound ("weapons/crylink_fire.wav");
                precache_sound ("weapons/crylink_fire2.wav");
                precache_sound ("weapons/crylink_linkjoin.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_CRYLINK);
-               W_Crylink_SetAmmoCounter();
+               self.current_ammo = ammo_cells;
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -677,7 +614,7 @@ float w_crylink(float req)
                        return TRUE;
 
                ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
-               ammo_amount += self.crylink_load >= autocvar_g_balance_crylink_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo;
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
@@ -687,17 +624,12 @@ float w_crylink(float req)
                        return TRUE;
 
                ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
-               ammo_amount += self.crylink_load >= autocvar_g_balance_crylink_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
-               W_Crylink_Reload();
+               W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -713,13 +645,13 @@ float w_crylink(float req)
                {
                        pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
                        if(!w_issilent)
-                               sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
                }
                else
                {
                        pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
                        if(!w_issilent)
-                               sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
                }
        }
        else if(req == WR_PRECACHE)