]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_grenadelauncher.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_grenadelauncher.qc
index d5f6c5d6827f13f213330b5012a74bdbf2fd9344..1d039d5f9d8fea63dce2c83c39c7eb4810364eaa 100644 (file)
@@ -5,6 +5,61 @@ REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL |
 .float gl_detonate_later;
 .float gl_bouncecnt;
 
+// weapon load persistence, for weapons that support reloading
+.float grenadelauncher_load;
+
+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)
@@ -161,8 +216,18 @@ 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)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_grenadelauncher_primary_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_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
 
@@ -208,8 +273,18 @@ 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)
-               self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_grenadelauncher_secondary_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_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
 
@@ -260,6 +335,7 @@ float w_glauncher(float req)
 {
        entity nade;
        float nadefound;
+       float ammo_amount;
 
        if (req == WR_AIM)
        {
@@ -284,13 +360,17 @@ float w_glauncher(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
+               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();
+               else if (self.BUTTON_ATCK)
                {
-                       W_Grenade_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
+                       if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
+                       {
+                               W_Grenade_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
+                       }
                }
-               if (self.BUTTON_ATCK2)
+               else if (self.BUTTON_ATCK2)
                {
                        if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
                        {
@@ -326,13 +406,34 @@ 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");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_GRENADE_LAUNCHER);
+               W_GrenadeLauncher_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
+       {
+               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);
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+       {
+               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);
+               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();
+       }
        return TRUE;
 };
 #endif