]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Actually, create a weapon independent function that forbids the player to change...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index a0658e9f32269152f84a1214227676384e0bb4a6..43216cd4ceba793dcda77aa921818a72b940327c 100644 (file)
@@ -125,7 +125,7 @@ void W_Hagar_Attack2_Load_Release (void)
        if(!self.hagar_load)
                return;
 
-       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
+       weapon_prepareattack_do(1, autocvar_g_balance_hagar_secondary_refire);
 
        W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -185,24 +185,9 @@ void W_Hagar_Attack2_Load (void)
 {
        // loadable hagar secondary attack, must always run each frame
 
-       if not(weapon_action(self.weapon, WR_CHECKAMMO2))
-       {
-               W_SwitchToOtherWeapon(self);
-               return;
-       }
-
        local float loaded;
-       local float used_ammo, enough_ammo;
-
        loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
 
-       // check if we have enough ammo for another rocket
-       used_ammo = autocvar_g_balance_hagar_secondary_ammo;
-       if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
-       else
-               enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
-
        if(self.BUTTON_ATCK2)
        {
                if(self.BUTTON_ATCK && autocvar_g_balance_hagar_secondary_load_abort)
@@ -210,6 +195,7 @@ void W_Hagar_Attack2_Load (void)
                        if(self.hagar_load)
                        {
                                // if we pressed primary fire while loading, unload all rockets and abort
+                               W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
                                self.hagar_load = 0;
                                sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
 
@@ -223,9 +209,10 @@ void W_Hagar_Attack2_Load (void)
                else
                {
                        // check if we can attempt to load another rocket
-                       if(!self.hagar_loadblock && !loaded && enough_ammo)
+                       if(!self.hagar_loadblock && !loaded && weapon_action(self.weapon, WR_CHECKAMMO2))
                        if(self.hagar_loadstep < time)
                        {
+                               W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
                                self.hagar_load += 1;
                                sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
 
@@ -244,9 +231,21 @@ void W_Hagar_Attack2_Load (void)
        }
 
        if(self.hagar_load)
-       if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
-       if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
-               W_Hagar_Attack2_Load_Release();
+       {
+               self.weapon_forbidchange = TRUE;
+
+               if(!self.BUTTON_ATCK2 || ((loaded || !weapon_action(self.weapon, WR_CHECKAMMO2)) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
+                       W_Hagar_Attack2_Load_Release();
+       }
+       else
+               self.weapon_forbidchange = FALSE;
+
+       // we aren't checking ammo during an attack, so we must do it here
+       if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+       {
+               W_SwitchToOtherWeapon(self);
+               return;
+       }
 }
 
 void spawnfunc_weapon_hagar (void)
@@ -308,7 +307,12 @@ float w_hagar(float req)
        {
                weapon_setup(WEP_HAGAR);
                self.current_ammo = ammo_rockets;
-               self.hagar_load = 0;
+
+               if(self.hagar_load)
+               {
+                       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo if necessary
+                       self.hagar_load = 0;
+               }
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -322,10 +326,14 @@ float w_hagar(float req)
                ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
                return ammo_amount;
        }
+       else if (req == WR_RESETPLAYER)
+       {
+               self.hagar_load = 0;
+       }
        else if (req == WR_PLAYERDEATH)
        {
                // if we have any rockets loaded when we die, release them
-               if(self.hagar_load)
+               if(self.hagar_load && autocvar_g_balance_hagar_secondary_load_releasedeath)
                        W_Hagar_Attack2_Load_Release();
        }
        else if (req == WR_RELOAD)