]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hlac.qc
get rid of some cruft (mapvote_maxlen) that was for the old centerprint mapvote interface
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hlac.qc
index ecca801400f036db423a3c5bbf85270dc52ab7b6..978ac5f4a4df38316360403e436aad260974183a 100644 (file)
@@ -1,34 +1,8 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
+REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
 #else
 #ifdef SVQC
 
-// weapon load persistence, for weapons that support reloading
-.float hlac_load;
-
-void W_HLAC_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_hlac_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.hlac_load;
-               self.clip_size = autocvar_g_balance_hlac_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_HLAC_Reload()
-{
-       self.reload_ammo_player = ammo_fuel;
-       self.reload_ammo_min = min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo);
-       self.reload_ammo_amount = autocvar_g_balance_hlac_reload_ammo;
-       self.reload_time = autocvar_g_balance_hlac_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 void W_HLAC_Touch (void)
 {
        PROJECTILE_TOUCH;
@@ -36,9 +10,9 @@ void W_HLAC_Touch (void)
        self.event_damage = SUB_Null;
        
        if(self.projectiledeathtype & HITTYPE_SECONDARY)
-               RadiusDamage (self, self.owner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
+               RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
        else
-               RadiusDamage (self, self.owner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
+               RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
 
        remove (self);
 }
@@ -48,24 +22,14 @@ void W_HLAC_Attack (void)
        local entity missile;
     float spread;
 
-       // 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_hlac_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
-                       self.hlac_load = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
-       }
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
 
     spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
     spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
     if(self.crouch)
         spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_primary_damage);
+       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_primary_damage);
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
        if (!g_norecoil)
        {
@@ -74,7 +38,7 @@ void W_HLAC_Attack (void)
        }
 
        missile = spawn ();
-       missile.owner = self;
+       missile.owner = missile.realowner = self;
        missile.classname = "hlacbolt";
        missile.bot_dodge = TRUE;
 
@@ -113,11 +77,11 @@ void W_HLAC_Attack2f (void)
     if(self.crouch)
         spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_secondary_damage);
+       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_secondary_damage);
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = spawn ();
-       missile.owner = self;
+       missile.owner = missile.realowner = self;
        missile.classname = "hlacbolt";
        missile.bot_dodge = TRUE;
 
@@ -149,17 +113,7 @@ void W_HLAC_Attack2 (void)
 {
     float i;
 
-       // 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_hlac_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
-                       self.hlac_load = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
-       }
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
 
     for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
         W_HLAC_Attack2f();
@@ -183,6 +137,7 @@ void HLAC_fire1_02()
        if (self.BUTTON_ATCK)
        {
                if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
@@ -213,7 +168,7 @@ float w_hlac(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
-                       W_HLAC_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
@@ -239,34 +194,29 @@ float w_hlac(float req)
                precache_model ("models/weapons/v_hlac.md3");
                precache_model ("models/weapons/h_hlac.iqm");
                precache_sound ("weapons/lasergun_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_HLAC);
-               W_HLAC_SetAmmoCounter();
+               self.current_ammo = ammo_cells;
        }
        else if (req == WR_CHECKAMMO1)
        {
                ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo;
-               ammo_amount += self.hlac_load >= autocvar_g_balance_hlac_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_primary_ammo;
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                ammo_amount = self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo;
-               ammo_amount += self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
-               W_HLAC_Reload();
+               W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -280,7 +230,7 @@ float w_hlac(float req)
                org2 = w_org + w_backoff * 6;
                pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
                if(!w_issilent)
-                       sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
        }
        else if(req == WR_PRECACHE)
        {