]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index 6d0d094eb404c7800de4316a68397d04b7e0cbef..fa398933b38671ecf94a2fd7f7b39c7eb1ba03a7 100644 (file)
@@ -2,6 +2,62 @@
 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
 #else
 #ifdef SVQC
+
+// weapon load persistence, for weapons that support reloading
+.float shotgun_load;
+
+void W_Shotgun_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_shotgun_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.shotgun_load;
+               self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Shotgun_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_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_shells -= 1;
+       }
+       self.shotgun_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Shotgun_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_shotgun_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_Shotgun_Attack (void)
 {
        float   sc;
@@ -22,12 +78,22 @@ void W_Shotgun_Attack (void)
        bulletspeed = autocvar_g_balance_shotgun_primary_speed;
        bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
 
+       // 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_shotgun_reload_ammo)
+               {
+                       self.clip_load -= ammoamount;
+                       self.shotgun_load = self.clip_load;
+               }
+               else
+                       self.ammo_shells -= ammoamount;
+       }
+
        W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
        for (sc = 0;sc < bullets;sc = sc + 1)
                fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
        endFireBallisticBullet();
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_shells = self.ammo_shells - ammoamount;
 
        pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
 
@@ -43,7 +109,6 @@ void W_Shotgun_Attack (void)
        flash.nextthink = time + 0.06;
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(flash, '5 0 0');
-
 }
 
 void shotgun_meleethink (void)
@@ -102,6 +167,7 @@ void spawnfunc_weapon_shotgun(); // defined in t_items.qc
 
 float w_shotgun(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
                if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
                        self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
@@ -109,23 +175,28 @@ float w_shotgun(float req)
                        self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
+                       W_Shotgun_Reload();
+               else
                {
-                       if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                       if (self.BUTTON_ATCK)
                        {
-                               if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+                               if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                {
-                                       W_Shotgun_Attack();
-                                       self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+                                       if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+                                       {
+                                               W_Shotgun_Attack();
+                                               self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
+                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+                                       }
                                }
                        }
-               }
-               if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
-               if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
-               {
-                       // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                       weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+                       if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
+                       if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
+                       {
+                               // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+                               weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+                       }
                }
        }
        else if (req == WR_PRECACHE)
@@ -137,15 +208,33 @@ float w_shotgun(float req)
                precache_sound ("misc/itempickup.wav");
                precache_sound ("weapons/shotgun_fire.wav");
                precache_sound ("weapons/shotgun_melee.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_SHOTGUN);
+               W_Shotgun_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+       {
+               ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+               ammo_amount += (autocvar_g_balance_shotgun_reload_ammo && self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo);
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
        {
+               // melee attack is always available
                return TRUE;
        }
+       else if (req == WR_RESETPLAYER)
+       {
+               // all weapons must be fully loaded when we spawn
+               self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Shotgun_Reload();
+       }
        return TRUE;
 };
 #endif