]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Port reload code over to the Electro
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Fri, 21 Jan 2011 22:34:28 +0000 (00:34 +0200)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Fri, 21 Jan 2011 22:34:28 +0000 (00:34 +0200)
balanceXonotic.cfg
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/w_electro.qc

index e500fd624de666df3c562b2daab9c5d23c9424aa..c6008ae73e4807ea49f00491fa8e810f63c16739 100644 (file)
@@ -409,6 +409,8 @@ set g_balance_electro_combo_force 80
 set g_balance_electro_combo_radius 250
 set g_balance_electro_combo_comboradius 0
 set g_balance_electro_combo_speed 400
+set g_balance_electro_reload_ammo 15
+set g_balance_electro_reload_time 2
 // }}}
 // {{{ crylink
 set g_balance_crylink_primary_damage 10
index 55cab56c43c71a0ad53b45c5935c217cabf97b18..3adf5fecad86be077ee431a44b5db674c89fb061 100644 (file)
@@ -215,6 +215,8 @@ float autocvar_g_balance_electro_secondary_radius;
 float autocvar_g_balance_electro_secondary_refire;
 float autocvar_g_balance_electro_secondary_refire2;
 float autocvar_g_balance_electro_secondary_speed;
+float autocvar_g_balance_electro_reload_ammo;
+float autocvar_g_balance_electro_reload_time;
 float autocvar_g_balance_falldamage_deadminspeed;
 float autocvar_g_balance_falldamage_factor;
 float autocvar_g_balance_falldamage_maxdamage;
index a0d54f96dfd07ea01a8a18abcfa783f559da2049..4c8d9c3ee02c7dacc20fbea1fa0ed98d701e8508 100644 (file)
@@ -895,6 +895,7 @@ void PutClientInServer (void)
                self.uzi_load = autocvar_g_balance_uzi_reload_ammo;
                self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo;
                self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo;
+               self.electro_load = autocvar_g_balance_electro_reload_ammo;
 
                if(inWarmupStage)
                {
index 15e31c8f414d74494719556158a002f0c323eb23..2908c1429a452f5b2c416df9f87f78a453e064e4 100644 (file)
@@ -5,6 +5,60 @@ REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLA
 .float electro_count;
 .float electro_secondarytime;
 
+.float electro_load;
+
+void W_Electro_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_electro_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.electro_load;
+               self.clip_size = autocvar_g_balance_electro_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Electro_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_electro_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.electro_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_electro_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Electro_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_electro_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_cells))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_electro_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_electro_reload_time, W_Electro_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_Plasma_Explode_Combo (void);
 
 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
@@ -126,8 +180,6 @@ void W_Electro_Attack()
        proj.projectiledeathtype = WEP_ELECTRO;
        setorigin(proj, w_shotorg);
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_primary_ammo;
        proj.movetype = MOVETYPE_FLY;
        W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
        proj.angles = vectoangles(proj.velocity);
@@ -141,6 +193,18 @@ void W_Electro_Attack()
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
 
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
+
+       // 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_electro_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_electro_primary_ammo;
+                       self.electro_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_electro_primary_ammo;
+       }
 }
 
 void W_Electro_Attack2()
@@ -165,8 +229,6 @@ void W_Electro_Attack2()
        proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
        setorigin(proj, w_shotorg);
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_secondary_ammo;
        //proj.glow_size = 50;
        //proj.glow_color = 45;
        proj.movetype = MOVETYPE_BOUNCE;
@@ -193,7 +255,19 @@ void W_Electro_Attack2()
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
 
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
+
+       // 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_electro_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_electro_secondary_ammo;
+                       self.electro_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_electro_secondary_ammo;
        }
+}
 
 .vector hook_start, hook_end;
 float lgbeam_send(entity to, float sf)
@@ -248,10 +322,24 @@ void lgbeam_think()
        dt = frametime;
        if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
        {
+
+               /*dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+               self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);*/
+
+               // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
                if(autocvar_g_balance_electro_primary_ammo)
                {
-                       dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
-                       self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+                       if(autocvar_g_balance_electro_reload_ammo)
+                       {
+                               dt = min(dt, self.owner.clip_load / autocvar_g_balance_electro_primary_ammo);
+                               self.owner.clip_load = max(0, self.owner.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
+                               self.electro_load = self.clip_load;
+                       }
+                       else
+                       {
+                               dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+                               self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+                       }
                }
        }
 
@@ -376,7 +464,9 @@ float w_electro(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_electro_reload_ammo && self.clip_load < min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo)) // forced reload
+                       W_Electro_Reload();
+               else if (self.BUTTON_ATCK)
                {
                        if(autocvar_g_balance_electro_lightning)
                                if(self.BUTTON_ATCK_prev)
@@ -417,17 +507,31 @@ float w_electro(float req)
                                }
                                self.BUTTON_ATCK_prev = 0;
                        }
-               }
 
-               if (self.BUTTON_ATCK2)
-               if (time >= self.electro_secondarytime)
-               if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
-               {
-                       W_Electro_Attack2();
-                       self.electro_count = autocvar_g_balance_electro_secondary_count;
-                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
-                       self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
+                       if (self.BUTTON_ATCK2)
+                       {
+                               if (time >= self.electro_secondarytime)
+                               if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
+                               {
+                                       W_Electro_Attack2();
+                                       self.electro_count = autocvar_g_balance_electro_secondary_count;
+                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+                                       self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
+                               }
+                       }
                }
+
+        if(self.wish_reload)
+        {
+            if(self.switchweapon == self.weapon)
+            {
+                if(self.weaponentity.state == WS_READY)
+                {
+                    self.wish_reload = 0;
+                    W_Electro_Reload();
+                }
+            }
+        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -445,20 +549,42 @@ float w_electro(float req)
                }
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_ELECTRO);
+               W_Electro_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_electro_lightning)
-                       return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
+               if(autocvar_g_balance_electro_reload_ammo)
+               {
+                       if(autocvar_g_balance_electro_lightning)
+                               return !autocvar_g_balance_electro_primary_ammo || (self.electro_load > 0);
+                       else
+                               return self.electro_load >= autocvar_g_balance_electro_primary_ammo;
+               }
                else
-                       return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+               {
+                       if(autocvar_g_balance_electro_lightning)
+                               return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
+                       else
+                               return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+               }
        }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+       {
+               if(autocvar_g_balance_electro_reload_ammo)
+                       return self.electro_load >= autocvar_g_balance_electro_secondary_ammo;
+               else
+                       return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+       }
        else if (req == WR_RESETPLAYER)
        {
                self.electro_secondarytime = time;
        }
+       else if (req == WR_RELOAD)
+       {
+               W_Shotgun_Reload();
+       }
        return TRUE;
 };
 #endif