X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hlac.qc;h=978ac5f4a4df38316360403e436aad260974183a;hp=ecca801400f036db423a3c5bbf85270dc52ab7b6;hb=fa6d11afb076e48b635d146a631879221b6b6991;hpb=a38754d15897eba1b8cf34154de9188ccdf3d674 diff --git a/qcsrc/server/w_hlac.qc b/qcsrc/server/w_hlac.qc index ecca80140..978ac5f4a 100644 --- a/qcsrc/server/w_hlac.qc +++ b/qcsrc/server/w_hlac.qc @@ -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) {