X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_nex.qc;h=e6c2aaafe2092f8d250dbd201cbc827255b0f255;hb=f70f1f159c575868eae493d4cd47249041b209ca;hp=031749be3868368bd338991344c0077292cca0f4;hpb=cc606869548543da20d41903ab5641099f1f8e99;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_nex.qc b/qcsrc/server/w_nex.qc index 031749be3..e6c2aaafe 100644 --- a/qcsrc/server/w_nex.qc +++ b/qcsrc/server/w_nex.qc @@ -1,7 +1,31 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", "Nex"); +REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex")) #else #ifdef SVQC + +void W_Nex_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_nex_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.weapon_load[WEP_NEX]; + self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display + } +} + +void W_Nex_Reload() +{ + self.reload_ammo_player = ammo_cells; + self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo); + self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo; + self.reload_time = autocvar_g_balance_nex_reload_time; + self.reload_sound = "weapons/reload.wav"; + + W_Reload(); +} + void SendCSQCNexBeamParticle(float charge) { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); @@ -74,8 +98,17 @@ void W_Nex_Attack (float issecondary) if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self); + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_cells = self.ammo_cells - myammo; + { + if(autocvar_g_balance_nex_reload_ammo) + { + self.clip_load -= myammo; + self.weapon_load[WEP_NEX] = self.clip_load; + } + else + self.ammo_cells -= myammo; + } } void spawnfunc_weapon_nex (void); // defined in t_items.qc @@ -84,6 +117,7 @@ void spawnfunc_weapon_nex (void); // defined in t_items.qc float w_nex(float req) { float dt; + float ammo_amount; if (req == WR_AIM) { self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE); @@ -102,70 +136,89 @@ float w_nex(float req) self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen); } - if (self.BUTTON_ATCK) + if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload + W_Nex_Reload(); + else { - if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire)) + if (self.BUTTON_ATCK) { - W_Nex_Attack(0); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready); + if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire)) + { + W_Nex_Attack(0); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready); + } } - } - if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2) - { - if(autocvar_g_balance_nex_secondary_charge) + if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2) { - self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause; - dt = frametime / W_TICSPERFRAME; - - if(self.nex_charge < 1) + if(autocvar_g_balance_nex_secondary_charge) { - if(autocvar_g_balance_nex_secondary_chargepool) + self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause; + dt = frametime / W_TICSPERFRAME; + + if(self.nex_charge < 1) { - if(autocvar_g_balance_nex_secondary_ammo) + if(autocvar_g_balance_nex_secondary_chargepool) { - // always deplete if secondary is held - self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt); + if(autocvar_g_balance_nex_secondary_ammo) + { + // always deplete if secondary is held + self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt); - dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); - self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen; - dt = min(dt, self.nex_chargepool_ammo); - dt = max(0, dt); + dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); + self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen; + dt = min(dt, self.nex_chargepool_ammo); + dt = max(0, dt); - self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; + self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; + } } - } - else if(autocvar_g_balance_nex_secondary_ammo) - { - if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed + else if(autocvar_g_balance_nex_secondary_ammo) { - dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) + if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed { - dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo); - dt = max(0, dt); - if(dt > 0) + dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); + if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { - self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt); + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo + if(autocvar_g_balance_nex_reload_ammo) + { + dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo); + dt = max(0, dt); + if(dt > 0) + { + self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt); + } + self.weapon_load[WEP_NEX] = self.clip_load; + } + else + { + dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo); + dt = max(0, dt); + if(dt > 0) + { + self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt); + } + } } + self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; } - self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; } - } - else - { - dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); - self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; + else + { + dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); + self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; + } } } - } - else if(autocvar_g_balance_nex_secondary) - { - if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire)) + else if(autocvar_g_balance_nex_secondary) { - W_Nex_Attack(1); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready); + if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire)) + { + W_Nex_Attack(1); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready); + } } } } @@ -195,13 +248,31 @@ float w_nex(float req) precache_sound ("weapons/nexwhoosh1.wav"); precache_sound ("weapons/nexwhoosh2.wav"); precache_sound ("weapons/nexwhoosh3.wav"); + precache_sound ("weapons/reload.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_NEX); + W_Nex_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; + { + ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; + ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo); + return ammo_amount; + } else if (req == WR_CHECKAMMO2) - return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo + { + // don't allow charging if we don't have enough ammo + ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo; + ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo; + return ammo_amount; + } + else if (req == WR_RELOAD) + { + W_Nex_Reload(); + } + return TRUE; }; #endif @@ -221,9 +292,9 @@ float w_nex(float req) precache_sound("weapons/neximpact.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s did the impossible"; + w_deathtypestring = _("%s did the impossible"); else if (req == WR_KILLMESSAGE) - w_deathtypestring = "%s has been vaporized by %s"; + w_deathtypestring = _("%s has been vaporized by %s"); return TRUE; } #endif