]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_sniperrifle.qc
Fix weapons with reloading disabled
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_sniperrifle.qc
index 102769aa5933554824cee48255a9d8c1500ec0d6..0938cae0a649e6cd32d0ce98c63b32fd857770e0 100644 (file)
@@ -7,18 +7,87 @@ REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_T
 //** In fully automatic mode some of the gas is used to extract and reload the next cartrige, thus there is less power and range.
 
 .float sniperrifle_accumulator;
+.float sniperrifle_load;
+
+void W_SniperRifle_SetAmmoCounter()
+{
+       // set ammo counter to the weapon we have switched to
+       if(!autocvar_g_balance_sniperrifle_reload_ammo)
+               self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
+       else
+               self.ammo_counter = self.sniperrifle_load;
+}
+
+void W_SniperRifle_ReloadedAndReady()
+{
+       float t;
+
+       // now do the ammo maths
+       self.ammo_counter = self.old_ammo_counter; // restore ammo counter, in case we still had ammo in the weapon while reloading
+       while(self.ammo_counter < autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more than the amount of ammo we have
+       {
+               self.ammo_counter += 1;
+               self.ammo_nails -= 1;
+       }
+       self.sniperrifle_load = self.ammo_counter;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_SniperRifle_Reload()
+{
+       // reloading is disabled for this weapon
+       if(!autocvar_g_balance_sniperrifle_reload_ammo)
+               return;
+
+       float t;
+
+       if(!W_ReloadCheck(self.ammo_nails))
+               return;
+
+       sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_SniperRifle_ReloadedAndReady);
+
+       self.old_ammo_counter = self.ammo_counter;
+       self.ammo_counter = -1;
+}
+
+float W_SniperRifle_CheckMaxBullets(float checkammo)
+{
+       float maxbulls;
+       maxbulls = autocvar_g_balance_sniperrifle_magazinecapacity;
+       if(!maxbulls)
+               maxbulls = 8; // match HUD
+       if(checkammo)
+               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                       maxbulls = min(maxbulls, floor(self.ammo_nails / min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)));
+       if(self.ammo_counter > maxbulls)
+               self.ammo_counter = maxbulls;
+       return (self.ammo_counter == maxbulls);
+}
 
 void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
 {
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_nails -= pAmmo;
+       {
+               if(!autocvar_g_balance_sniperrifle_reload_ammo)
+                       self.ammo_nails -= pAmmo;
+               else
+                       self.sniperrifle_load -= pAmmo;
+       }
 
        if(deathtype & HITTYPE_SECONDARY)
                W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_secondary_damage + autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage);
        else
                W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_primary_damage + autocvar_g_balance_sniperrifle_primary_headshotaddeddamage);
 
-       pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
+       pointparticles(particleeffectnum("sniperrifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
 
        if(self.BUTTON_ZOOM) // if zoomed, shoot from the eye
        {
@@ -35,7 +104,7 @@ void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAdded
        if (autocvar_g_casings >= 2)
                SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
        
-       self.sniperrifle_bulletcounter = self.sniperrifle_bulletcounter - 1;
+       self.ammo_counter = self.ammo_counter - 1;
 }
 
 void W_SniperRifle_Attack()
@@ -66,9 +135,10 @@ void spawnfunc_weapon_campingrifle (void)
 void W_SniperRifle_BulletHail_Continue()
 {
        float r, sw, af;
-       W_SniperRifle_CheckReloadAndReady();
-       if(self.sniperrifle_bulletcounter < 0)
+
+       if(autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_counter <= 0)
                return; // reloading, so we are done
+
        sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
        af = ATTACK_FINISHED(self);
        self.switchweapon = self.weapon;
@@ -106,7 +176,7 @@ void W_SniperRifle_BulletHail(float mode, void(void) AttackFunc, float fr, float
        else
        {
                // just one shot
-               weapon_thinkf(fr, animtime, W_SniperRifle_CheckReloadAndReady);
+               weapon_thinkf(fr, animtime, w_ready);
        }
 }
 
@@ -139,10 +209,9 @@ float w_sniperrifle(float req)
        }
        else if (req == WR_THINK)
        {
-               if(self.sniperrifle_bulletcounter < 0) // forced reload (e.g. because interrupted)
-               {
-            self.wish_reload = 1;
-               }
+               W_SniperRifle_SetAmmoCounter();
+               if(autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_counter <= 0) // forced reload
+            W_SniperRifle_Reload();
                else
                {
                        self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
@@ -159,7 +228,7 @@ float w_sniperrifle(float req)
                                if (autocvar_g_balance_sniperrifle_secondary)
                                {
                     if(autocvar_g_balance_sniperrifle_secondary_reload)
-                        self.wish_reload = 1;
+                        W_SniperRifle_Reload();
                     else
                     {
                         if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
@@ -180,7 +249,7 @@ float w_sniperrifle(float req)
                 if(self.weaponentity.state == WS_READY)
                 {
                     self.wish_reload = 0;
-                    W_SniperRifle_Reload();
+                    W_SniperRifle_Reload(self.ammo_nails);
                 }
             }
         }
@@ -201,7 +270,7 @@ float w_sniperrifle(float req)
                full = W_SniperRifle_CheckMaxBullets(TRUE);
                if(autocvar_g_balance_sniperrifle_auto_reload_on_switch)
                        if(!full)
-                               self.sniperrifle_bulletcounter = -1;
+                               self.ammo_counter = -1;
        }
        else if (req == WR_CHECKAMMO1)
                return self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
@@ -209,12 +278,12 @@ float w_sniperrifle(float req)
                return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
        else if (req == WR_RELOAD)
        {
-        self.wish_reload = 1;
+               W_SniperRifle_Reload();
        }
        else if (req == WR_RESETPLAYER)
        {
                self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
-               self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity;
+               self.ammo_counter = autocvar_g_balance_sniperrifle_magazinecapacity;
                W_SniperRifle_CheckMaxBullets(FALSE);
        }
        return TRUE;