]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hagar.qc
Send one byte less in Send_KillNotification, Send_CSQC_KillCenterprint and Send_CSQC_...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hagar.qc
index d7692561a6e8c9b9b70babf62d0d4b73f93354f2..a628be25bbd3521e14a4204cf7ee2905ff010ae5 100644 (file)
@@ -47,7 +47,7 @@ void W_Hagar_Attack (void)
 
        W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_primary_damage);
+       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_primary_damage);
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -82,7 +82,7 @@ void W_Hagar_Attack2 (void)
 
        W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
+       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -112,7 +112,7 @@ void W_Hagar_Attack2 (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-.float hagar_loadstep, hagar_loadblock;
+.float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
 void W_Hagar_Attack2_Load_Release (void)
 {
        // time to release the rockets we've loaded
@@ -127,7 +127,7 @@ void W_Hagar_Attack2_Load_Release (void)
 
        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);
+       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, autocvar_g_balance_hagar_secondary_damage);
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -203,7 +203,7 @@ void W_Hagar_Attack2_Load (void)
                                // 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);
+                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
                                self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
@@ -215,39 +215,45 @@ 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_loadstep < time)
+                       if(!loaded && enough_ammo)
                        {
-                               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);
-
-                               // if this is the last rocket we can load, play the beep sound to notify the player of that
-                               if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
-                                       sound(self, CHAN_WEAPON, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
-
-                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+                               if(!self.hagar_loadblock && 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, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
+
+                                       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+                               }
+                       }
+                       else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
+                       {
+                               // if this is the last rocket we can load, play a beep sound to notify the player
+                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+                               self.hagar_loadbeep = TRUE;
                        }
                }
        }
        else if(self.hagar_loadblock)
        {
-               // the alt fire button was released, so re-enable loading if blocked
+               // the alt fire button has been released, so re-enable loading if blocked
                self.hagar_loadblock = FALSE;
        }
 
        if(self.hagar_load)
        {
                self.weapon_forbidchange = TRUE;
-
                if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
                        W_Hagar_Attack2_Load_Release();
        }
        else
+       {
                self.weapon_forbidchange = FALSE;
+               self.hagar_loadbeep = FALSE;
+       }
 
        // we aren't checking ammo during an attack, so we must do it here
-       if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+       if not(weapon_action(self.weapon, WR_CHECKAMMO1) + weapon_action(self.weapon, WR_CHECKAMMO2))
        {
                W_SwitchToOtherWeapon(self);
                return;
@@ -359,11 +365,11 @@ float w_hagar(float req)
                if(!w_issilent)
                {
                        if (w_random<0.15)
-                               sound(self, CHAN_PROJECTILE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
                        else if (w_random<0.7)
-                               sound(self, CHAN_PROJECTILE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
                        else
-                               sound(self, CHAN_PROJECTILE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
                }
        }
        else if(req == WR_PRECACHE)