]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_rocketlauncher.qc
Merge branch 'master' into nifrek/longjumpanim
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
index cb639430bb507d16a5d1c6fa48d414e1d75b3783..d65c4bc38ad19203cf63dade61b70c4aa88024e7 100644 (file)
@@ -1,65 +1,10 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
+REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
 #else
 #ifdef SVQC
 .float rl_release;
 .float rl_detonate_later;
 
-// weapon load persistence, for weapons that support reloading
-.float rocketlauncher_load;
-
-void W_RocketLauncher_SetAmmoCounter()
-{
-       // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_rocketlauncher_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.rocketlauncher_load;
-               self.clip_size = autocvar_g_balance_rocketlauncher_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_RocketLauncher_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_rocketlauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_rockets -= 1;
-       }
-       self.rocketlauncher_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_rocketlauncher_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_RocketLauncher_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_rocketlauncher_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_rockets, autocvar_g_balance_rocketlauncher_ammo))
-               return;
-
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_rocketlauncher_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_rocketlauncher_reload_time, W_RocketLauncher_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
 void W_Rocket_Unregister()
 {
        if(self.owner && self.owner.lastrocket == self)
@@ -76,8 +21,9 @@ void W_Rocket_Explode ()
        if(other.takedamage == DAMAGE_AIM)
                if(other.classname == "player")
                        if(IsDifferentTeam(self.owner, other))
-                               if(IsFlying(other))
-                                       AnnounceTo(self.owner, "airshot");
+                               if(other.deadflag == DEAD_NO)
+                                       if(IsFlying(other))
+                                               AnnounceTo(self.owner, "airshot");
 
        self.event_damage = SUB_Null;
        self.takedamage = DAMAGE_NO;
@@ -303,17 +249,7 @@ void W_Rocket_Attack (void)
        local entity missile;
        local entity flash;
 
-       // 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_rocketlauncher_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
-                       self.rocketlauncher_load = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -405,7 +341,7 @@ float w_rlauncher(float req)
                                        // count potential damage according to type of target
                                        if (targ == self)
                                                selfdamage = selfdamage + d;
-                                       else if (targ.team == self.team && teams_matter)
+                                       else if (targ.team == self.team && teamplay)
                                                teamdamage = teamdamage + d;
                                        else if (bot_shouldattack(targ))
                                                enemydamage = enemydamage + d;
@@ -417,7 +353,7 @@ float w_rlauncher(float req)
                        desirabledamage = enemydamage;
                        if (time > self.invincible_finished && time > self.spawnshieldtime)
                                desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
-                       if (teams_matter && self.team)
+                       if (teamplay && self.team)
                                desirabledamage = desirabledamage - teamdamage;
 
                        missile = find(world, classname, "rocket");
@@ -469,7 +405,7 @@ float w_rlauncher(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
-                       W_RocketLauncher_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else
                {
                        if (self.BUTTON_ATCK)
@@ -510,12 +446,12 @@ float w_rlauncher(float req)
                precache_sound ("weapons/rocket_det.wav");
                precache_sound ("weapons/rocket_fire.wav");
                precache_sound ("weapons/rocket_mode.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_ROCKET_LAUNCHER);
-               W_RocketLauncher_SetAmmoCounter();
+               self.current_ammo = ammo_rockets;
                self.rl_release = 1;
        }
        else if (req == WR_CHECKAMMO1)
@@ -525,7 +461,7 @@ float w_rlauncher(float req)
                {
                        if(autocvar_g_balance_rocketlauncher_reload_ammo)
                        {
-                               if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.rocketlauncher_load < autocvar_g_balance_rocketlauncher_ammo)
+                               if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
                                        ammo_amount = TRUE;
                        }
                        else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
@@ -538,13 +474,10 @@ float w_rlauncher(float req)
        else if (req == WR_RESETPLAYER)
        {
                self.rl_release = 0;
-
-               // all weapons must be fully loaded when we spawn
-               self.rocketlauncher_load = autocvar_g_balance_rocketlauncher_reload_ammo;
        }
        else if (req == WR_RELOAD)
        {
-               W_RocketLauncher_Reload();
+               W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };