]> 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 e0f0748f4725b29b6153334bf4ecc71a1a74f8f6..3d1956de7862a61ecf964b9d74401b909cd1fa02 100644 (file)
@@ -1,13 +1,11 @@
 #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;
 
-.float fireball_load;
-
 void W_Fireball_SetAmmoCounter()
 {
        // set clip_load to the weapon we have switched to, if the gun uses reloading
@@ -15,53 +13,24 @@ void W_Fireball_SetAmmoCounter()
                self.clip_load = 0; // also keeps crosshair ammo from displaying
        else
        {
-               self.clip_load = self.fireball_load;
+               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_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_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_fuel -= 1;
-
-               // 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.fireball_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
 void W_Fireball_Reload()
 {
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_fireball_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)))
-               return;
-
-       float t;
+       // 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;
 
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+       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";
 
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_fireball_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
+       W_Reload();
 }
 
 void W_Fireball_Explode (void)
@@ -258,7 +227,7 @@ void W_Fireball_Attack1_Frame0()
                if(autocvar_g_balance_fireball_reload_ammo)
                {
                        self.clip_load -= autocvar_g_balance_fireball_primary_ammo;
-                       self.fireball_load = self.clip_load;
+                       self.weapon_load[WEP_FIREBALL] = self.clip_load;
                }
                else
                        self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo;
@@ -319,7 +288,7 @@ void W_Fireball_Attack2()
                if(autocvar_g_balance_fireball_reload_ammo)
                {
                        self.clip_load -= autocvar_g_balance_fireball_secondary_ammo;
-                       self.fireball_load = self.clip_load;
+                       self.weapon_load[WEP_FIREBALL] = self.clip_load;
                }
                else
                        self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo;
@@ -380,6 +349,7 @@ void spawnfunc_weapon_fireball (void)
 
 float w_fireball(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK = FALSE;
@@ -422,17 +392,6 @@ float w_fireball(float req)
                                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_Fireball_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -443,6 +402,7 @@ 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)
        {
@@ -451,22 +411,24 @@ float w_fireball(float req)
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_fireball_reload_ammo)
-                       return self.fireball_load >= autocvar_g_balance_fireball_primary_ammo;
-               else
-                       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)
        {
-               if(autocvar_g_balance_fireball_reload_ammo)
-                       return self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo;
-               else
-                       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
@@ -495,38 +457,34 @@ 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");
                }
        }
-       else if (req == WR_RELOAD)
-       {
-               W_Fireball_Reload();
-       }
        return TRUE;
 }
 #endif