]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Minstanex and Nex
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sat, 22 Jan 2011 14:31:31 +0000 (16:31 +0200)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sat, 22 Jan 2011 14:31:31 +0000 (16:31 +0200)
balanceXonotic.cfg
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/w_minstanex.qc
qcsrc/server/w_nex.qc

index 9c8c6c783137d99dc111b958ac52600ff0838629..8f1d999f9b922ddf54b34b8067076142327118d9 100644 (file)
@@ -510,11 +510,16 @@ set g_balance_nex_charge_shot_multiplier 0
 set g_balance_nex_charge_velocity_rate 0
 set g_balance_nex_charge_minspeed 600
 set g_balance_nex_charge_maxspeed 1000
+
+set g_balance_nex_reload_ammo 25
+set g_balance_nex_reload_time 2
 // }}}
 // {{{ minstanex
 set g_balance_minstanex_refire 1
 set g_balance_minstanex_animtime 0.50
 set g_balance_minstanex_ammo 10
+set g_balance_minstanex_reload_ammo 40
+set g_balance_minstanex_reload_time 2
 // }}}
 // {{{ hagar
 set g_balance_hagar_primary_damage 14
index db7b12bd6249dea8d70e730115f773ee5e3388d0..287fe539fdf055f1cde0c35c882752a7afd4f0f4 100644 (file)
@@ -445,6 +445,8 @@ float autocvar_g_balance_minelayer_reload_time;
 float autocvar_g_balance_minstanex_ammo;
 float autocvar_g_balance_minstanex_animtime;
 float autocvar_g_balance_minstanex_refire;
+float autocvar_g_balance_minstanex_reload_ammo;
+float autocvar_g_balance_minstanex_reload_time;
 float autocvar_g_balance_nex_charge;
 float autocvar_g_balance_nex_charge_limit;
 float autocvar_g_balance_nex_charge_maxspeed;
@@ -481,6 +483,8 @@ float autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
 float autocvar_g_balance_nex_secondary_damagefalloff_mindist;
 float autocvar_g_balance_nex_secondary_force;
 float autocvar_g_balance_nex_secondary_refire;
+float autocvar_g_balance_nex_reload_ammo;
+float autocvar_g_balance_nex_reload_time;
 float autocvar_g_balance_nexball_primary_animtime;
 float autocvar_g_balance_nexball_primary_refire;
 float autocvar_g_balance_nexball_primary_speed;
index 7a90c36c24fdff582b587c56234fac91ef408a0e..e1f729e5dab974fc4afcb4de63c882b82c154c65 100644 (file)
@@ -900,6 +900,8 @@ void PutClientInServer (void)
                self.hlac_load = autocvar_g_balance_hlac_reload_ammo;
                self.fireball_load = autocvar_g_balance_fireball_reload_ammo;
                self.seeker_load = autocvar_g_balance_fireball_reload_ammo;
+               self.minstanex_load = autocvar_g_balance_minstanex_reload_ammo;
+               self.nex_load = autocvar_g_balance_nex_reload_ammo;
 
                if(inWarmupStage)
                {
index 4b9560787f4b2fdb00f614332d3d8e83194259c1..3fdec0d06d88f95436721ec1dd6cb413727000b3 100644 (file)
@@ -4,6 +4,60 @@ REGISTER_WEAPON(MINSTANEX, w_minstanex, IT_CELLS, 7, WEP_FLAG_HIDDEN | WEP_FLAG_
 #ifdef SVQC
 .float minstanex_lasthit;
 
+.float minstanex_load;
+
+void W_Minstanex_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_minstanex_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.minstanex_load;
+               self.clip_size = autocvar_g_balance_minstanex_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Minstanex_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_minstanex_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.minstanex_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_minstanex_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Minstanex_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_minstanex_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_cells, autocvar_g_balance_minstanex_ammo))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minstanex_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minstanex_reload_time, W_Minstanex_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_MinstaNex_Attack (void)
 {
        float flying;
@@ -80,12 +134,24 @@ void W_MinstaNex_Attack (void)
        if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
                Damage_DamageInfo(trace_endpos, 10000, 0, 0, 800 * w_shotdir, WEP_MINSTANEX, self);
 
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        {
-               if (g_minstagib)
-                       self.ammo_cells = self.ammo_cells - 1;
+               if(autocvar_g_balance_minstanex_reload_ammo)
+               {
+                       if (g_minstagib)
+                               self.clip_load -= - 1;
+                       else
+                               self.clip_load -= autocvar_g_balance_minstanex_ammo;
+                       self.minstanex_load = self.clip_load;
+               }
                else
-                       self.ammo_cells = self.ammo_cells - autocvar_g_balance_minstanex_ammo;
+               {
+                       if (g_minstagib)
+                               self.ammo_cells -= - 1;
+                       else
+                               self.ammo_cells -= autocvar_g_balance_minstanex_ammo;
+               }
        }
 }
 
@@ -182,7 +248,9 @@ float w_minstanex(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_minstanex_reload_ammo && ((g_minstagib && self.clip_load < 1) || (!g_minstagib && self.clip_load < autocvar_g_balance_minstanex_ammo))) // forced reload
+                       W_Minstanex_Reload();
+               else if (self.BUTTON_ATCK)
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_minstanex_refire))
                        {
@@ -204,6 +272,17 @@ float w_minstanex(float req)
                                self.weapon = w;
                        }
                }
+        if(self.wish_reload)
+        {
+            if(self.switchweapon == self.weapon)
+            {
+                if(self.weaponentity.state == WS_READY)
+                {
+                    self.wish_reload = 0;
+                    W_Minstanex_Reload();
+                }
+            }
+        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -220,14 +299,25 @@ float w_minstanex(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_MINSTANEX);
+               W_Minstanex_SetAmmoCounter();
                self.minstanex_lasthit = 0;
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if (g_minstagib)
-                       return self.ammo_cells >= 1;
+               if(autocvar_g_balance_minstanex_reload_ammo)
+               {
+                       if (g_minstagib)
+                               return self.clip_load >= 1;
+                       else
+                               return self.clip_load >= autocvar_g_balance_minstanex_ammo;
+               }
                else
-                       return self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
+               {
+                       if (g_minstagib)
+                               return self.ammo_cells >= 1;
+                       else
+                               return self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
+               }
        }
        else if (req == WR_CHECKAMMO2)
                return TRUE;
@@ -235,6 +325,10 @@ float w_minstanex(float req)
        {
                self.minstanex_lasthit = 0;
        }
+       else if (req == WR_RELOAD)
+       {
+               W_Minstanex_Reload();
+       }
        return TRUE;
 };
 #endif
index f8f31dcdc8e5c8d884e720509f7a89903be18bfe..0eb8cc038cae715174ccb402e896b81cfd2ed3f0 100644 (file)
@@ -2,6 +2,61 @@
 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
 #else
 #ifdef SVQC
+
+.float nex_load;
+
+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.nex_load;
+               self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Nex_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_nex_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.nex_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Nex_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_nex_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_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_nex_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void SendCSQCNexBeamParticle(float charge) {
        vector v;
        v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
@@ -74,8 +129,17 @@ 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.nex_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= myammo;
+       }
 }
 
 void spawnfunc_weapon_nex (void); // defined in t_items.qc
@@ -102,70 +166,88 @@ 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);
+                                                                               }
+                                                                       }
+                                                                       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);
+                                       }
                                }
                        }
                }
@@ -183,6 +265,18 @@ float w_nex(float req)
                                self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
                        }
                }
+
+        if(self.wish_reload)
+        {
+            if(self.switchweapon == self.weapon)
+            {
+                if(self.weaponentity.state == WS_READY)
+                {
+                    self.wish_reload = 0;
+                    W_Nex_Reload();
+                }
+            }
+        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -197,11 +291,29 @@ float w_nex(float req)
                precache_sound ("weapons/nexwhoosh3.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;
+       {
+               if(autocvar_g_balance_nex_reload_ammo)
+                       return self.clip_load >= autocvar_g_balance_nex_primary_ammo;
+               else
+                       return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
+       }
        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
+       {
+               if(autocvar_g_balance_nex_reload_ammo)
+                       return self.clip_load >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
+               else
+                       return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Nex_Reload();
+       }
+
        return TRUE;
 };
 #endif