]> 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 fda056e06728272141e3265bbff5a7523917a471..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
@@ -185,9 +185,15 @@ void W_Hagar_Attack2_Load (void)
 {
        // loadable hagar secondary attack, must always run each frame
 
-       local float loaded;
+       local float loaded, enough_ammo;
        loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
 
+       // this is different than WR_CHECKAMMO when it comes to reloading
+       if(autocvar_g_balance_hagar_reload_ammo)
+               enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
+       else
+               enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
+
        if(self.BUTTON_ATCK2)
        {
                if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
@@ -209,33 +215,48 @@ void W_Hagar_Attack2_Load (void)
                else
                {
                        // check if we can attempt to load another rocket
-                       if(!self.hagar_loadblock && !loaded && weapon_action(self.weapon, WR_CHECKAMMO2))
-                       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)
-       if(!self.BUTTON_ATCK2 || ((loaded || !weapon_action(self.weapon, WR_CHECKAMMO2)) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
-               W_Hagar_Attack2_Load_Release();
+       {
+               self.weapon_forbidchange = TRUE;
+               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;
@@ -260,30 +281,27 @@ float w_hagar(float req)
                }
        else if (req == WR_THINK)
        {
+               local float loadable_secondary;
+               loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
+
+               if (loadable_secondary)
+                       W_Hagar_Attack2_Load(); // must always run each frame
                if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
                        weapon_action(self.weapon, WR_RELOAD);
-               else
+               else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
                {
-                       local float loadable_secondary;
-                       loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
-
-                       if (loadable_secondary)
-                               W_Hagar_Attack2_Load(); // must run each frame, even when no firing buttons are pressed
-                       if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
+                       if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
                        {
-                               if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
-                               {
-                                       W_Hagar_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
-                               }
+                               W_Hagar_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
                        }
-                       else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
+               }
+               else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
+               {
+                       if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
                        {
-                               if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
-                               {
-                                       W_Hagar_Attack2();
-                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
-                               }
+                               W_Hagar_Attack2();
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
                        }
                }
        }
@@ -301,6 +319,7 @@ float w_hagar(float req)
        {
                weapon_setup(WEP_HAGAR);
                self.current_ammo = ammo_rockets;
+               self.hagar_loadblock = FALSE;
 
                if(self.hagar_load)
                {
@@ -330,17 +349,10 @@ float w_hagar(float req)
                if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
                        W_Hagar_Attack2_Load_Release();
        }
-       else if (req == WR_DROP)
-       {
-               if(self.hagar_load)
-               {
-                       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
-                       self.hagar_load = 0;
-               }
-       }
        else if (req == WR_RELOAD)
        {
-               W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");
+               if not(self.hagar_load) // require releasing loaded rockets first
+                       W_Reload(min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo), autocvar_g_balance_hagar_reload_ammo, autocvar_g_balance_hagar_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };