]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_grenadelauncher.qc
Merge remote-tracking branch 'origin/samual/no_dead_airshots'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_grenadelauncher.qc
index 43ca764747a358a5f8899abe302e891b7bccbf60..02ba362aee0ca7e28a96dcc7d7ff3169374a8b39 100644 (file)
@@ -1,62 +1,10 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar"))
+REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", _("Mortar"))
 #else
 #ifdef SVQC
 .float gl_detonate_later;
 .float gl_bouncecnt;
 
-void W_GrenadeLauncher_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_grenadelauncher_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.grenadelauncher_load;
-               self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_GrenadeLauncher_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_grenadelauncher_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.grenadelauncher_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_GrenadeLauncher_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_grenadelauncher_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_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_grenadelauncher_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
 void W_Grenade_Explode (void)
 {
        if(other.takedamage == DAMAGE_AIM)
@@ -82,8 +30,9 @@ void W_Grenade_Explode2 (void)
        if(other.takedamage == DAMAGE_AIM)
                if(other.classname == "player")
                        if(IsDifferentTeam(self.owner, other))
-                               if(IsFlying(other))
-                                       AnnounceTo(self.owner, "airshot");
+                               if(other.deadflag == DEAD_NO)
+                                       if(IsFlying(other))
+                                               AnnounceTo(self.owner, "airshot");
 
        self.event_damage = SUB_Null;
        self.takedamage = DAMAGE_NO;
@@ -213,17 +162,7 @@ void W_Grenade_Attack (void)
 {
        local entity gren;
 
-       // 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_grenadelauncher_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
-                       self.grenadelauncher_load = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -270,17 +209,7 @@ void W_Grenade_Attack2 (void)
 {
        local entity gren;
 
-       // 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_grenadelauncher_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
-                       self.grenadelauncher_load = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -358,7 +287,7 @@ float w_glauncher(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
-                       W_GrenadeLauncher_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
@@ -403,33 +332,28 @@ float w_glauncher(float req)
                precache_sound ("weapons/grenade_bounce6.wav");
                precache_sound ("weapons/grenade_stick.wav");
                precache_sound ("weapons/grenade_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_GRENADE_LAUNCHER);
-               W_GrenadeLauncher_SetAmmoCounter();
+               self.current_ammo = ammo_rockets;
        }
        else if (req == WR_CHECKAMMO1)
        {
                ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
-               ammo_amount += (autocvar_g_balance_grenadelauncher_reload_ammo && self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo);
+               ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_primary_ammo;
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
-               ammo_amount += (autocvar_g_balance_grenadelauncher_reload_ammo && self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo);
+               ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
-               W_GrenadeLauncher_Reload();
+               W_Reload(min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -452,19 +376,19 @@ float w_glauncher(float req)
        else if (req == WR_SUICIDEMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s tried out his own grenade";
+                       w_deathtypestring = _("%s tried out his own grenade");
                else
-                       w_deathtypestring = "%s detonated";
+                       w_deathtypestring = _("%s detonated");
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SPLASH)
                        if(w_deathtype & HITTYPE_BOUNCE) // (must be secondary then)
-                               w_deathtypestring = "%s didn't see %s's grenade";
+                               w_deathtypestring = _("%s didn't see %s's grenade");
                        else // unchecked: SECONDARY
-                               w_deathtypestring = "%s almost dodged %s's grenade";
+                               w_deathtypestring = _("%s almost dodged %s's grenade");
                else // unchecked: SECONDARY, BOUNCE
-                       w_deathtypestring = "%s ate %s's grenade";
+                       w_deathtypestring = _("%s ate %s's grenade");
        }
        return TRUE;
 }