]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_uzi.qc
Merge branch 'master' into MaidenBeast/translation_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
index ebeedc2ec632b3f4fa3a8d40ffa085c5753be978..92c81714a1a96fd1f0b606258d0dffe76645571e 100644 (file)
@@ -1,64 +1,10 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
+REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "uzi", "uzi", _("Machine Gun"))
 #else
 #ifdef SVQC
 
-.float uzi_load;
-
-void W_Uzi_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_uzi_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.uzi_load;
-               self.clip_size = autocvar_g_balance_uzi_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_Uzi_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_uzi_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_nails -= 1;
-       }
-       self.uzi_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_uzi_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_Uzi_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_uzi_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_nails))
-               return;
-
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_uzi_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_uzi_reload_time, W_Uzi_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
 // leilei's fancy muzzleflash stuff
-void Uzi_Flash_Go() 
+void UZI_Flash_Go() 
 {      
        self.frame = self.frame + 2;
        self.scale = self.scale * 0.5;
@@ -69,7 +15,7 @@ void Uzi_Flash_Go()
        {
                self.think = SUB_Remove;
                self.nextthink = time;
-               self.owner.muzzle_flash = world;
+               self.realowner.muzzle_flash = world;
                return;
        }
        
@@ -84,18 +30,18 @@ void UziFlash()
        setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
        
        self.muzzle_flash.scale = 0.75;
-       self.muzzle_flash.think = Uzi_Flash_Go;
+       self.muzzle_flash.think = UZI_Flash_Go;
        self.muzzle_flash.nextthink = time + 0.02;
        self.muzzle_flash.frame = 2;
        self.muzzle_flash.alpha = 0.75;
        self.muzzle_flash.angles_z = random() * 180;
        self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       self.muzzle_flash.owner = self;
+       self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
 }
 
-void W_Uzi_Attack (float deathtype)
+void W_UZI_Attack (float deathtype)
 {
-       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
        if (!g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
@@ -119,6 +65,11 @@ void W_Uzi_Attack (float deathtype)
        // casing code
        if (autocvar_g_casings >= 2)
                SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+
+       if (self.misc_bulletcounter == 1)
+               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
+       else
+               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
 }
 
 // weapon frames
@@ -132,13 +83,14 @@ void uzi_fire1_02()
        if (self.BUTTON_ATCK)
        {
                if (!weapon_action(self.weapon, WR_CHECKAMMO2))
+               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
                        return;
                }
                self.misc_bulletcounter = self.misc_bulletcounter + 1;
-               W_Uzi_Attack(WEP_UZI);
+               W_UZI_Attack(WEP_UZI);
                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
        }
        else
@@ -150,17 +102,7 @@ void uzi_mode1_fire_auto()
 {
        float uzi_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_uzi_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
-                       self.uzi_load = self.clip_load;
-               }
-               else
-                       self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
-       }
+       W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
        
        if (self.BUTTON_ATCK)
                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
@@ -172,13 +114,14 @@ void uzi_mode1_fire_auto()
        }
 
        if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        {
                W_SwitchWeapon_Force(self, w_getbestweapon(self));
                w_ready();
                return;
        }
        
-       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
        if (!g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
@@ -202,7 +145,7 @@ void uzi_mode1_fire_auto()
 
 void uzi_mode1_fire_burst()
 {
-       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
        if (!g_norecoil)
        {
                self.punchangle_x = random () - 0.5;
@@ -238,6 +181,7 @@ void spawnfunc_weapon_machinegun(); // defined in t_items.qc
 
 float w_uzi(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
                if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
                        self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
@@ -248,7 +192,7 @@ float w_uzi(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
-                       W_Uzi_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if(autocvar_g_balance_uzi_mode == 1)
                {
                        if (self.BUTTON_ATCK)
@@ -268,17 +212,7 @@ float w_uzi(float req)
                                        return FALSE;
                                }
 
-                               // 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_uzi_reload_ammo)
-                                       {
-                                               self.clip_load -= autocvar_g_balance_uzi_burst_ammo;
-                                               self.uzi_load = self.clip_load;
-                                       }
-                                       else
-                                               self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo;
-                               }
+                               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
 
                                self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
                                uzi_mode1_fire_burst();
@@ -291,7 +225,7 @@ float w_uzi(float req)
                        if (weapon_prepareattack(0, 0))
                        {
                                self.misc_bulletcounter = 1;
-                               W_Uzi_Attack(WEP_UZI); // sets attack_finished
+                               W_UZI_Attack(WEP_UZI); // sets attack_finished
                                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
                        }
 
@@ -299,21 +233,10 @@ float w_uzi(float req)
                        if (weapon_prepareattack(1, 0))
                        {
                                self.misc_bulletcounter = 1;
-                               W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
+                               W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
                                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_Uzi_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -322,29 +245,48 @@ float w_uzi(float req)
                precache_model ("models/weapons/v_uzi.md3");
                precache_model ("models/weapons/h_uzi.iqm");
                precache_sound ("weapons/uzi_fire.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_UZI);
-               W_Uzi_SetAmmoCounter();
+               self.current_ammo = ammo_nails;
        }
        else if (req == WR_CHECKAMMO1)
        {
                if(autocvar_g_balance_uzi_mode == 1)
-                       return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
                else
-                       return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+               if(autocvar_g_balance_uzi_reload_ammo)
+               {
+                       if(autocvar_g_balance_uzi_mode == 1)
+                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_sustained_ammo;
+                       else
+                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
+               }
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                if(autocvar_g_balance_uzi_mode == 1)
-                       return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
                else
-                       return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+               if(autocvar_g_balance_uzi_reload_ammo)
+               {
+                       if(autocvar_g_balance_uzi_mode == 1)
+                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_burst_ammo;
+                       else
+                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
+               }
+               return ammo_amount;
        }
        else if (req == WR_RELOAD)
        {
-               W_Uzi_Reload();
+               W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -359,11 +301,11 @@ float w_uzi(float req)
                pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
                if(!w_issilent)
                        if(w_random < 0.05)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
                        else if(w_random < 0.1)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
                        else if(w_random < 0.2)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
        }
        else if(req == WR_PRECACHE)
        {
@@ -372,13 +314,13 @@ float w_uzi(float req)
                precache_sound("weapons/ric3.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s did the impossible";
+               w_deathtypestring = _("%s is now thinking with portals");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s was sniped by %s";
+                       w_deathtypestring = _("%s was sniped by %s");
                else
-                       w_deathtypestring = "%s was riddled full of holes by %s";
+                       w_deathtypestring = _("%s was riddled full of holes by %s");
        }
        return TRUE;
 }