]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Merge commit 'a5f8cbe456bed48c2c7b5d666e30cbaa344e6e33'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index e982c3a213718828b3986f302074a12ff4c2d0b8..df0d96679890f3b824cfda07b5dbc5384f2f9ce2 100644 (file)
@@ -1,64 +1,9 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar"))
+REGISTER_WEAPON(HAGAR, w_hagar, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hagar", "hagar", _("Hagar"))
 #else
 #ifdef SVQC
 // NO bounce protection, as bounces are limited!
 
-// weapon load persistence, for weapons that support reloading
-.float hagar_load;
-
-void W_Hagar_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_hagar_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.hagar_load;
-               self.clip_size = autocvar_g_balance_hagar_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_Hagar_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_hagar_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.hagar_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_hagar_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_Hagar_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_hagar_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_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_hagar_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hagar_reload_time, W_Hagar_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
 void W_Hagar_Explode (void)
 {
        self.event_damage = SUB_Null;
@@ -100,17 +45,7 @@ void W_Hagar_Attack (void)
 {
        local entity missile;
 
-       // 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_hagar_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_hagar_primary_ammo;
-                       self.hagar_load = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_hagar_primary_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
 
        W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
 
@@ -145,17 +80,7 @@ void W_Hagar_Attack2 (void)
 {
        local entity missile;
 
-       // 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_hagar_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_hagar_secondary_ammo;
-                       self.hagar_load = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_hagar_secondary_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
 
        W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
 
@@ -206,7 +131,7 @@ float w_hagar(float req)
        else if (req == WR_THINK)
        {
                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
-                       W_Hagar_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
@@ -230,33 +155,28 @@ float w_hagar(float req)
                precache_model ("models/weapons/v_hagar.md3");
                precache_model ("models/weapons/h_hagar.iqm");
                precache_sound ("weapons/hagar_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_HAGAR);
-               W_Hagar_SetAmmoCounter();
+               self.current_ammo = ammo_rockets;
        }
        else if (req == WR_CHECKAMMO1)
        {
                ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
-               ammo_amount += (autocvar_g_balance_hagar_reload_ammo && self.hagar_load >= autocvar_g_balance_hagar_primary_ammo);
+               ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
-               ammo_amount += (autocvar_g_balance_hagar_reload_ammo && self.hagar_load >= autocvar_g_balance_hagar_secondary_ammo);
+               ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.hagar_load = autocvar_g_balance_hagar_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
-               W_Hagar_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");
        }
        return TRUE;
 };
@@ -286,13 +206,13 @@ float w_hagar(float req)
                precache_sound("weapons/hagexp3.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s played with tiny rockets";
+               w_deathtypestring = _("%s played with tiny rockets");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_BOUNCE) // must be secondary; unchecked: SPLASH
-                       w_deathtypestring = "%s hoped %s's missiles wouldn't bounce";
+                       w_deathtypestring = _("%s hoped %s's missiles wouldn't bounce");
                else // unchecked: SPLASH, SECONDARY
-                       w_deathtypestring = "%s was pummeled by %s";
+                       w_deathtypestring = _("%s was pummeled by %s");
        }
        return TRUE;
 }