]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Also update the reload delay when firing, to add a forced pause that was missing
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index f09163e6934f31c12d1d897a04fdd69500fcdea6..d4b47a29e55ff64231e9b8bd8b7f5496db0a138a 100644 (file)
@@ -115,38 +115,51 @@ void W_Hagar_Attack2 (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-.float hagarload_refire, hagarload_loaded;
-
+.float hagarload_refire;
 void W_Hagar_Attack2_Load (void)
 {
-       if not(autocvar_g_balance_hagar_secondary)
+       if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+       {
+               W_SwitchToOtherWeapon(self);
                return;
+       }
 
        local entity missile, prevmissile, firstmissile;
-       local float counter, shots;
+       local float counter, shots, loaded;
+       local float used_ammo, enough_ammo;
        local vector s;
        vector forward, right, up;
 
-       if(self.BUTTON_ATCK2 && !self.hagarload_loaded)
+       loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
+
+       // check if we have enough ammo for another rocket
+       used_ammo = autocvar_g_balance_hagar_secondary_ammo;
+       if(autocvar_g_balance_hagar_reload_ammo)
+               enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
+       else
+               enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
+
+       if(self.BUTTON_ATCK2 && !loaded && enough_ammo)
        {
+               // we can attempt to load another rocket
                if(self.hagarload_refire < time)
                {
                        self.hagar_load += 1;
-                       sound(self, CHAN_WEAPON, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
-
-                       if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload)
-                               self.hagarload_loaded = TRUE;
+                       sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
 
                        self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
                }
        }
-       else if(self.hagar_load)
+       else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !autocvar_g_balance_hagar_secondary_load_hold)))
+       if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
        {
-               W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
-               pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+               // time to release the rockets we've loaded
 
                W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
 
+               W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
+               pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
                forward = v_forward;
                right = v_right;
                up = v_up;
@@ -155,12 +168,12 @@ void W_Hagar_Attack2_Load (void)
                missile = world;
                while (counter < shots)
                {
-
                        missile = spawn ();
                        missile.owner = missile.realowner = self;
                        missile.classname = "missile";
                        missile.bot_dodge = TRUE;
                        missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+
                        if(shots == 1) {
                                missile.queuenext = missile;
                                missile.queueprev = missile;
@@ -178,18 +191,16 @@ void W_Hagar_Attack2_Load (void)
                                prevmissile.queuenext = missile;
                                missile.queueprev = prevmissile;
                        }
-
                        prevmissile = missile;
 
-                       missile.touch = W_Hagar_Touch;
-                       missile.use = W_Hagar_Explode;
+                       missile.touch = W_Hagar_Touch; // not bouncy
+                       missile.use = W_Hagar_Explode2;
                        missile.think = adaptor_think2use_hittype_splash;
                        missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
                        PROJECTILE_MAKETRIGGER(missile);
                        missile.projectiledeathtype = WEP_HAGAR;
                        setorigin (missile, w_shotorg);
                        setsize(missile, '0 0 0', '0 0 0');
-
                        missile.movetype = MOVETYPE_FLY;
 
                        s = '0 0 0';
@@ -201,7 +212,7 @@ void W_Hagar_Attack2_Load (void)
                                s_y = v_forward_x;
                                s_z = v_forward_y;
                        }
-                       s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
+                       s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
                        W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
 
                        missile.angles = vectoangles (missile.velocity);
@@ -214,8 +225,9 @@ void W_Hagar_Attack2_Load (void)
                        counter = counter + 1;
                }
 
+               weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_hagar_secondary_refire, w_ready);
+               self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
                self.hagar_load = 0;
-               self.hagarload_loaded = FALSE;
        }
 }
 
@@ -239,7 +251,7 @@ float w_hagar(float req)
        {
                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 if (self.BUTTON_ATCK && !self.hagar_load) // not while loading secondary fire
+               else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading the secondary fire
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
                        {
@@ -247,7 +259,7 @@ float w_hagar(float req)
                                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
                        }
                }
-               else if(autocvar_g_balance_hagar_secondary_load)
+               else if(autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary)
                        W_Hagar_Attack2_Load(); // must run each frame
                else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
                {
@@ -273,7 +285,6 @@ float w_hagar(float req)
                self.current_ammo = ammo_rockets;
 
                self.hagar_load = 0;
-               self.hagarload_loaded = FALSE;
        }
        else if (req == WR_CHECKAMMO1)
        {