]> 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 56018ac2a9910cd4cc21686cd936ccd8ec61e4ae..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**
@@ -7,79 +7,19 @@ 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_reload_time - 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.sniperrifle_load, autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo))
-               return;
-
-       sound (self, CHAN_WEAPON2, "weapons/campingrifle_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_ammo_counter = self.ammo_counter;
-       self.ammo_counter = -1;
-}
-
-float W_SniperRifle_CheckMaxBullets(float checkammo)
-{
-       float maxbulls;
-       maxbulls = autocvar_g_balance_sniperrifle_reload_ammo;
-       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 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;
+               if(autocvar_g_balance_sniperrifle_reload_ammo)
+               {
+                       self.clip_load -= pAmmo;
+                       self.weapon_load[WEP_SNIPERRIFLE] = self.clip_load;
+               }
                else
-                       self.sniperrifle_load -= pAmmo;
+                       self.ammo_nails -= pAmmo;
        }
 
        if(deathtype & HITTYPE_SECONDARY)
@@ -103,8 +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);
-       
-       self.ammo_counter = self.ammo_counter - 1;
 }
 
 void W_SniperRifle_Attack()
@@ -136,9 +74,6 @@ void W_SniperRifle_BulletHail_Continue()
 {
        float r, sw, af;
 
-       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;
@@ -183,7 +118,8 @@ void W_SniperRifle_BulletHail(float mode, void(void) AttackFunc, float fr, float
 .float bot_secondary_sniperriflemooth;
 float w_sniperrifle(float req)
 {
-       float full;
+       float ammo_amount;
+
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK=FALSE;
@@ -209,9 +145,8 @@ float w_sniperrifle(float req)
        }
        else if (req == WR_THINK)
        {
-               W_SniperRifle_SetAmmoCounter();
-               if(autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_counter <= 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);
@@ -228,7 +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))
@@ -242,59 +177,39 @@ 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(self.ammo_nails);
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
                precache_model ("models/weapons/g_campingrifle.md3");
                precache_model ("models/weapons/v_campingrifle.md3");
                precache_model ("models/weapons/h_campingrifle.iqm");
-               precache_sound ("weapons/campingrifle_reload.wav");
                precache_sound ("weapons/campingrifle_fire.wav");
                precache_sound ("weapons/campingrifle_fire2.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_SNIPERRIFLE);
-
-               full = W_SniperRifle_CheckMaxBullets(TRUE);
-               if(autocvar_g_balance_sniperrifle_auto_reload_on_switch)
-                       if(!full)
-                               self.ammo_counter = -1;
        }
        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_secondary_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.ammo_counter = autocvar_g_balance_sniperrifle_reload_ammo;
-               W_SniperRifle_CheckMaxBullets(FALSE);
+       }
+       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;
 };
@@ -326,32 +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");
                        }
                }
        }