X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_crylink.qc;h=d2284f856703f3d00ac189fbbea6866bdee4cbfa;hb=107c1ba5b57973f8b18c3fc9fc3f632ca72470de;hp=d9eb227627c33beaf4a628b3c8419125affd8c3a;hpb=fdb8fddad19ce594e98563dd156fa349c0a834c6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_crylink.qc b/qcsrc/server/w_crylink.qc index d9eb22762..d2284f856 100644 --- a/qcsrc/server/w_crylink.qc +++ b/qcsrc/server/w_crylink.qc @@ -1,5 +1,5 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink")); +REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink")); #else #ifdef SVQC .float gravity; @@ -9,61 +9,6 @@ REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLA .entity queuenext; .entity queueprev; -// weapon load persistence, for weapons that support reloading -.float crylink_load; - -void W_Crylink_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_crylink_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.crylink_load; - self.clip_size = autocvar_g_balance_crylink_reload_ammo; // for the crosshair ammo display - } -} - -void W_Crylink_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_crylink_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.crylink_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_crylink_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_Crylink_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_crylink_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo))) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_crylink_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_crylink_reload_time, W_Crylink_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - void W_Crylink_CheckLinks(entity e) { float i; @@ -72,7 +17,7 @@ void W_Crylink_CheckLinks(entity e) if(e == world) error("W_Crylink_CheckLinks: entity is world"); if(e.classname != "spike") - error("W_Crylink_CheckLinks: entity is not a spike"); + error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e))); p = e; for(i = 0; i < 1000; ++i) @@ -112,7 +57,10 @@ void W_Crylink_LinkExplode (entity e, entity e2) if(e == e.realowner.crylink_lastgroup) e.realowner.crylink_lastgroup = world; - RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other); + if(e.projectiledeathtype & HITTYPE_SECONDARY) + RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other); + else + RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other); if(e.queuenext != e2) W_Crylink_LinkExplode(e.queuenext, e2); @@ -334,7 +282,7 @@ void W_Crylink_Touch2 (void) } float a; - a = 1 - (time - self.fade_time) * self.fade_rate; + a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1); finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) @@ -381,24 +329,14 @@ void W_Crylink_Attack (void) vector forward, right, up; float maxdmg; - // 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_crylink_reload_ammo) - { - self.clip_load -= autocvar_g_balance_crylink_primary_ammo; - self.crylink_load = self.clip_load; - } - else - self.ammo_cells -= autocvar_g_balance_crylink_primary_ammo; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo); maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots; maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces; if(autocvar_g_balance_crylink_primary_joinexplode) maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage; - W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg); + W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg); forward = v_forward; right = v_right; up = v_up; @@ -494,24 +432,14 @@ void W_Crylink_Attack2 (void) local entity proj, prevproj, firstproj; float maxdmg; - // 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_crylink_reload_ammo) - { - self.clip_load -= autocvar_g_balance_crylink_secondary_ammo; - self.crylink_load = self.clip_load; - } - else - self.ammo_cells -= autocvar_g_balance_crylink_secondary_ammo; - } + W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo); maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots; maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces; if(autocvar_g_balance_crylink_secondary_joinexplode) maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage; - W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg); + W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg); shots = autocvar_g_balance_crylink_secondary_shots; pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); @@ -603,7 +531,7 @@ float w_crylink(float req) else if (req == WR_THINK) { if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload - W_Crylink_Reload(); + weapon_action(self.weapon, WR_RELOAD); else if (self.BUTTON_ATCK) { if (!self.crylink_waitrelease) @@ -655,6 +583,7 @@ float w_crylink(float req) } self.crylink_waitrelease = 0; if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2)) + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { // ran out of ammo! self.cnt = WEP_CRYLINK; @@ -671,12 +600,12 @@ float w_crylink(float req) precache_sound ("weapons/crylink_fire.wav"); precache_sound ("weapons/crylink_fire2.wav"); precache_sound ("weapons/crylink_linkjoin.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_CRYLINK); - W_Crylink_SetAmmoCounter(); + self.current_ammo = ammo_cells; } else if (req == WR_CHECKAMMO1) { @@ -685,7 +614,7 @@ float w_crylink(float req) return TRUE; ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo; - ammo_amount += self.crylink_load >= autocvar_g_balance_crylink_primary_ammo; + ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) @@ -695,17 +624,12 @@ float w_crylink(float req) return TRUE; ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo; - ammo_amount += self.crylink_load >= autocvar_g_balance_crylink_secondary_ammo; + ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo; return ammo_amount; } - else if (req == WR_RESETPLAYER) - { - // all weapons must be fully loaded when we spawn - self.crylink_load = autocvar_g_balance_crylink_reload_ammo; - } else if (req == WR_RELOAD) { - W_Crylink_Reload(); + W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav"); } return TRUE; }; @@ -721,13 +645,13 @@ float w_crylink(float req) { pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS_SINGLE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM); } else { pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS_SINGLE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM); } } else if(req == WR_PRECACHE)