]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Update the hold cvar so that it now actually represents the amount of time you can...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index d7692561a6e8c9b9b70babf62d0d4b73f93354f2..cca71f7d4770a66f9b90789e1af1efacc9b38f0f 100644 (file)
@@ -112,7 +112,7 @@ void W_Hagar_Attack2 (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-.float hagar_loadstep, hagar_loadblock;
+.float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
 void W_Hagar_Attack2_Load_Release (void)
 {
        // time to release the rockets we've loaded
@@ -215,39 +215,48 @@ void W_Hagar_Attack2_Load (void)
                else
                {
                        // check if we can attempt to load another rocket
-                       if(!self.hagar_loadblock && !loaded && enough_ammo)
-                       if(self.hagar_loadstep < time)
+                       if(!loaded && enough_ammo)
                        {
-                               W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
-                               self.hagar_load += 1;
-                               sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
-
-                               // if this is the last rocket we can load, play the beep sound to notify the player of that
-                               if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
-                                       sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
-
-                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+                               if(!self.hagar_loadblock && self.hagar_loadstep < time)
+                               {
+                                       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
+                                       self.hagar_load += 1;
+                                       sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
+
+                                       if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
+                                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold;
+                                       else
+                                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+                               }
+                       }
+                       else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
+                       {
+                               // if this is the last rocket we can load, play a beep sound to notify the player
+                               sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+                               self.hagar_loadbeep = TRUE;
                        }
                }
        }
        else if(self.hagar_loadblock)
        {
-               // the alt fire button was released, so re-enable loading if blocked
+               // the alt fire button has been released, so re-enable loading if blocked
                self.hagar_loadblock = FALSE;
        }
 
        if(self.hagar_load)
        {
                self.weapon_forbidchange = TRUE;
-
-               if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
+               if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
                        W_Hagar_Attack2_Load_Release();
        }
        else
+       {
                self.weapon_forbidchange = FALSE;
+               self.hagar_loadbeep = FALSE;
+       }
 
        // we aren't checking ammo during an attack, so we must do it here
-       if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+       if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
        {
                W_SwitchToOtherWeapon(self);
                return;