]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_sniperrifle.qc
First phase, second part.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_sniperrifle.qc
index 502fd3a53817e1a81d5dd132b5563fce87f36507..6c2621f9f4c14025151984e8e0475918c75e5553 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", _("Sniper Rifle"))
+REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", _("Sniper Rifle"))
 #else
 #ifdef SVQC
 //Sniper rifle Primary mode: manually operated bolt*, Secondary: full automatic**
@@ -7,62 +7,21 @@ 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 clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_sniperrifle_reload_ammo)
-               self.clip_load = 0; // also keeps crosshair ammo from displaying
-       else
-       {
-               self.clip_load = self.sniperrifle_load;
-               self.clip_size = autocvar_g_balance_sniperrifle_reload_ammo; // for the crosshair ammo display
-       }
-}
-
-void W_SniperRifle_ReloadedAndReady()
+void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
 {
-       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_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
        {
-               self.clip_load += 1;
-               self.ammo_nails -= 1;
+               if(autocvar_g_balance_sniperrifle_reload_ammo)
+               {
+                       self.clip_load -= pAmmo;
+                       self.weapon_load[WEP_SNIPERRIFLE] = self.clip_load;
+               }
+               else
+                       self.ammo_nails -= pAmmo;
        }
-       self.sniperrifle_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
-void W_SniperRifle_Reload()
-{
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_sniperrifle_reload_ammo)
-               return;
 
-       if(!W_ReloadCheck(self.ammo_nails))
-               return;
-
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reload_time, W_SniperRifle_ReloadedAndReady);
-
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
-}
-
-void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
-{
        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
@@ -84,18 +43,6 @@ 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);
-
-       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-       {
-               if(!autocvar_g_balance_sniperrifle_reload_ammo)
-                       self.ammo_nails -= pAmmo;
-               else
-               {
-                       self.clip_load -= pAmmo;
-                       self.sniperrifle_load = self.clip_load;
-               }
-       }
 }
 
 void W_SniperRifle_Attack()
@@ -127,9 +74,6 @@ void W_SniperRifle_BulletHail_Continue()
 {
        float r, sw, af;
 
-       if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load <= 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;
@@ -174,6 +118,8 @@ void W_SniperRifle_BulletHail(float mode, void(void) AttackFunc, float fr, float
 .float bot_secondary_sniperriflemooth;
 float w_sniperrifle(float req)
 {
+       float ammo_amount;
+
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK=FALSE;
@@ -199,8 +145,8 @@ float w_sniperrifle(float req)
        }
        else if (req == WR_THINK)
        {
-               if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load <= 0) // forced reload
-            W_SniperRifle_Reload();
+               if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // forced reload
+            weapon_action(self.weapon, WR_RELOAD);
                else
                {
                        self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
@@ -217,7 +163,7 @@ float w_sniperrifle(float req)
                                if (autocvar_g_balance_sniperrifle_secondary)
                                {
                     if(autocvar_g_balance_sniperrifle_secondary_reload)
-                        W_SniperRifle_Reload();
+                        weapon_action(self.weapon, WR_RELOAD);
                     else
                     {
                         if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
@@ -231,17 +177,6 @@ float w_sniperrifle(float req)
                                }
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_SniperRifle_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -255,30 +190,26 @@ float w_sniperrifle(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_SNIPERRIFLE);
-               W_SniperRifle_SetAmmoCounter();
        }
        else if (req == WR_CHECKAMMO1)
        {
-               if(autocvar_g_balance_sniperrifle_reload_ammo)
-                       return self.sniperrifle_load >= autocvar_g_balance_sniperrifle_primary_ammo;
-               else
-                       return self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
+               ammo_amount = self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_SNIPERRIFLE] >= autocvar_g_balance_sniperrifle_primary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
-               if(autocvar_g_balance_sniperrifle_reload_ammo)
-                       return self.sniperrifle_load >= autocvar_g_balance_sniperrifle_primary_ammo;
-               else
-                       return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
-       }
-       else if (req == WR_RELOAD)
-       {
-               W_SniperRifle_Reload();
+               ammo_amount = self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
+               ammo_amount += self.weapon_load[WEP_SNIPERRIFLE] >= autocvar_g_balance_sniperrifle_secondary_ammo;
+               return ammo_amount;
        }
        else if (req == WR_RESETPLAYER)
        {
                self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
-               self.clip_load = autocvar_g_balance_sniperrifle_reload_ammo;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Reload(ammo_nails, min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo), autocvar_g_balance_sniperrifle_reload_ammo, autocvar_g_balance_sniperrifle_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };
@@ -310,32 +241,32 @@ float w_sniperrifle(float req)
        else if (req == WR_SUICIDEMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s shot themself automatically";
+                       w_deathtypestring = _("%s shot themself automatically");
                else
-                       w_deathtypestring = "%s sniped themself somehow";
+                       w_deathtypestring = _("%s sniped themself somehow");
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
                {
                        if(w_deathtype & HITTYPE_BOUNCE)
-                               w_deathtypestring = "%s failed to hide from %s's bullet hail";
+                               w_deathtypestring = _("%s failed to hide from %s's bullet hail");
                        else
-                               w_deathtypestring = "%s died in %s's bullet hail";
+                               w_deathtypestring = _("%s died in %s's bullet hail");
                }
                else
                {
                        if(w_deathtype & HITTYPE_BOUNCE)
                        {
                                // TODO special headshot message here too?
-                               w_deathtypestring = "%s failed to hide from %s's rifle";
+                               w_deathtypestring = _("%s failed to hide from %s's rifle");
                        }
                        else
                        {
                                if(w_deathtype & HITTYPE_HEADSHOT)
-                                       w_deathtypestring = "%s got hit in the head by %s";
+                                       w_deathtypestring = _("%s got hit in the head by %s");
                                else
-                                       w_deathtypestring = "%s was sniped by %s";
+                                       w_deathtypestring = _("%s was sniped by %s");
                        }
                }
        }