]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_fireball.qc
Create a RELOADABLE weapon flag, and use it to prevent running useless shared code...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_fireball.qc
index 98b2b7f740470548d857e10d243b04959d1233ee..3d1956de7862a61ecf964b9d74401b909cd1fa02 100644 (file)
@@ -1,11 +1,38 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", "Fireball");
+REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
 #else
 #ifdef SVQC
 .float bot_primary_fireballmooth; // whatever a mooth is
 .vector fireball_impactvec;
 .float fireball_primarytime;
 
+void W_Fireball_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_fireball_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.weapon_load[WEP_FIREBALL];
+               self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Fireball_Reload()
+{
+       // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
+       if(self.ammo_fuel < 1)
+               self.ammo_fuel = 0;
+
+       self.reload_ammo_player = ammo_fuel;
+       self.reload_ammo_min = min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo);
+       self.reload_ammo_amount = autocvar_g_balance_fireball_reload_ammo;
+       self.reload_time = autocvar_g_balance_fireball_reload_time;
+       self.reload_sound = "weapons/reload.wav";
+
+       W_Reload();
+}
+
 void W_Fireball_Explode (void)
 {
        entity e;
@@ -194,8 +221,17 @@ void W_Fireball_Attack1_Frame1()
 
 void W_Fireball_Attack1_Frame0()
 {
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_primary_ammo;
+       {
+               if(autocvar_g_balance_fireball_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_fireball_primary_ammo;
+                       self.weapon_load[WEP_FIREBALL] = self.clip_load;
+               }
+               else
+                       self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo;
+       }
 
        W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
        sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
@@ -246,8 +282,17 @@ void W_Fireball_Attack2()
        vector f_diff;
        float c;
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_secondary_ammo;
+       {
+               if(autocvar_g_balance_fireball_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_fireball_secondary_ammo;
+                       self.weapon_load[WEP_FIREBALL] = self.clip_load;
+               }
+               else
+                       self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo;
+       }
 
        c = mod(self.bulletcounter, 4);
        switch(c)
@@ -304,6 +349,7 @@ void spawnfunc_weapon_fireball (void)
 
 float w_fireball(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK = FALSE;
@@ -327,18 +373,24 @@ float w_fireball(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (time >= self.fireball_primarytime)
-               if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
+               if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload
+                       W_Fireball_Reload();
+               else if (self.BUTTON_ATCK)
                {
-                       W_Fireball_Attack1_Frame0();
-                       self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
+                       if (time >= self.fireball_primarytime)
+                       if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
+                       {
+                               W_Fireball_Attack1_Frame0();
+                               self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
+                       }
                }
-               if (self.BUTTON_ATCK2)
-               if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
+               else if (self.BUTTON_ATCK2)
                {
-                       W_Fireball_Attack2();
-                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
+                       if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
+                       {
+                               W_Fireball_Attack2();
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
+                       }
                }
        }
        else if (req == WR_PRECACHE)
@@ -350,17 +402,33 @@ float w_fireball(float req)
                precache_sound ("weapons/fireball_fire.wav");
                precache_sound ("weapons/fireball_fire2.wav");
                precache_sound ("weapons/fireball_prefire2.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_FIREBALL);
+               W_Fireball_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+       {
+               ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_primary_ammo;
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+       {
+               ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_secondary_ammo;
+               return ammo_amount;
+       }
        else if (req == WR_RESETPLAYER)
        {
                self.fireball_primarytime = time;
        }
+       else if (req == WR_RELOAD)
+       {
+               W_Fireball_Reload();
+       }
        return TRUE;
 };
 #endif
@@ -389,32 +457,32 @@ float w_fireball(float req)
        else if (req == WR_SUICIDEMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s forgot about some firemine";
+                       w_deathtypestring = _("%s forgot about some firemine");
                else
-                       w_deathtypestring = "%s should have used a smaller gun";
+                       w_deathtypestring = _("%s should have used a smaller gun");
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
                {
                        if(w_deathtype & HITTYPE_HEADSHOT)
-                               w_deathtypestring = "%s tried to catch %s's firemine";
+                               w_deathtypestring = _("%s tried to catch %s's firemine");
                        else
-                               w_deathtypestring = "%s fatefully ignored %s's firemine";
+                               w_deathtypestring = _("%s fatefully ignored %s's firemine");
                }
                else
                {
                        if(w_deathtype & HITTYPE_BOUNCE)
                        {
                                if(w_deathtype & HITTYPE_SPLASH) // BFG effect
-                                       w_deathtypestring = "%s could not hide from %s's fireball";
+                                       w_deathtypestring = _("%s could not hide from %s's fireball");
                                else // laser
-                                       w_deathtypestring = "%s saw the pretty lights of %s's fireball";
+                                       w_deathtypestring = _("%s saw the pretty lights of %s's fireball");
                        }
                        else if(w_deathtype & HITTYPE_SPLASH)
-                               w_deathtypestring = "%s got too close to %s's fireball";
+                               w_deathtypestring = _("%s got too close to %s's fireball");
                        else
-                               w_deathtypestring = "%s tasted %s's fireball";
+                               w_deathtypestring = _("%s tasted %s's fireball");
                }
        }
        return TRUE;