]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_nex.qc
Merge branch 'master' into terencehill/infinite_ammo
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
index e93262e92b471109a39423cf8843b2da21e6fe94..04a1151910bf0f290a7f91eee114aeb97a8a9fc8 100644 (file)
@@ -1,60 +1,8 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
+REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
 #else
 #ifdef SVQC
 
-void W_Nex_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_nex_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.nex_load;
-               self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_Nex_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_nex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_cells -= 1;
-       }
-       self.nex_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_Nex_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_nex_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_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_nex_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
 void SendCSQCNexBeamParticle(float charge) {
        vector v;
        v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
@@ -109,9 +57,9 @@ void W_Nex_Attack (float issecondary)
        myforce *= charge;
 
        W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
-       if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
+       if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
        {
-               sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
+               sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
        }
 
        yoda = 0;
@@ -127,17 +75,7 @@ void W_Nex_Attack (float issecondary)
        if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
                Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
 
-       // 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_nex_reload_ammo)
-               {
-                       self.clip_load -= myammo;
-                       self.nex_load = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= myammo;
-       }
+       W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo);
 }
 
 void spawnfunc_weapon_nex (void); // defined in t_items.qc
@@ -146,10 +84,16 @@ void spawnfunc_weapon_nex (void); // defined in t_items.qc
 float w_nex(float req)
 {
        float dt;
+       float ammo_amount;
        if (req == WR_AIM)
        {
-               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
-               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
+               if(bot_aim(1000000, 0, 1, FALSE))
+                       self.BUTTON_ATCK = TRUE;
+               else
+               {
+                       if(autocvar_g_balance_nex_charge)
+                               self.BUTTON_ATCK2 = TRUE;
+               }
        }
        else if (req == WR_THINK)
        {
@@ -165,7 +109,7 @@ float w_nex(float req)
                        }
 
                if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
-                       W_Nex_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else
                {
                        if (self.BUTTON_ATCK)
@@ -176,7 +120,7 @@ float w_nex(float req)
                                        weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
                                }
                        }
-                       if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
+                       if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
                        {
                                if(autocvar_g_balance_nex_secondary_charge)
                                {
@@ -217,7 +161,7 @@ float w_nex(float req)
                                                                                {
                                                                                        self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
                                                                                }
-                                                                               self.nex_load = self.clip_load;
+                                                                               self.weapon_load[WEP_NEX] = self.clip_load;
                                                                        }
                                                                        else
                                                                        {
@@ -250,32 +194,6 @@ float w_nex(float req)
                                }
                        }
                }
-
-               if(autocvar_g_balance_nex_charge)
-               {
-                       self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
-                       self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
-                       self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
-
-                       if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
-                       {
-                               self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
-                               self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
-                               self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
-                       }
-               }
-
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_Nex_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -288,30 +206,29 @@ float w_nex(float req)
                precache_sound ("weapons/nexwhoosh1.wav");
                precache_sound ("weapons/nexwhoosh2.wav");
                precache_sound ("weapons/nexwhoosh3.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_NEX);
-               W_Nex_SetAmmoCounter();
+               self.current_ammo = ammo_cells;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_nex_reload_ammo)
-                       return self.clip_load >= autocvar_g_balance_nex_primary_ammo;
-               else
-                       return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
+               ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo);
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
-               if(autocvar_g_balance_nex_reload_ammo)
-                       return self.clip_load >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
-               else
-                       return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
+               // don't allow charging if we don't have enough ammo
+               ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_RELOAD)
        {
-               W_Nex_Reload();
+               W_Reload(min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
        }
 
        return TRUE;
@@ -333,9 +250,9 @@ float w_nex(float req)
                precache_sound("weapons/neximpact.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s did the impossible";
+               w_deathtypestring = _("%s did the impossible");
        else if (req == WR_KILLMESSAGE)
-               w_deathtypestring = "%s has been vaporized by %s";
+               w_deathtypestring = _("%s has been vaporized by %s");
        return TRUE;
 }
 #endif