]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_uzi.qc
Port new code to all weapons, part 2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
index 3ec7019e6858e8c01916a3b43562112015f091fc..9ceb48f534a933c70eb8dab7bf109f7c55cf2354 100644 (file)
@@ -10,49 +10,20 @@ void W_UZI_SetAmmoCounter()
                self.clip_load = 0; // also keeps crosshair ammo from displaying
        else
        {
-               self.clip_load = self.uzi_load;
+               self.clip_load = self.weapon_load[WEP_UZI];
                self.clip_size = autocvar_g_balance_uzi_reload_ammo; // for the crosshair ammo display
        }
 }
 
-void W_UZI_ReloadedAndReady()
-{
-       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_uzi_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_nails -= 1;
-       }
-       self.uzi_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_uzi_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
 void W_UZI_Reload()
 {
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_uzi_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_nails, min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)))
-               return;
-
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_uzi_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_uzi_reload_time, W_UZI_ReloadedAndReady);
+       self.reload_ammo_player = ammo_fuel;
+       self.reload_ammo_min = min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo);
+       self.reload_ammo_amount = autocvar_g_balance_uzi_reload_ammo;
+       self.reload_time = autocvar_g_balance_uzi_reload_time;
+       self.reload_sound = "weapons/reload.wav";
 
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
+       W_Reload();
 }
 
 // leilei's fancy muzzleflash stuff
@@ -127,7 +98,7 @@ void W_UZI_Attack (float deathtype)
                                self.clip_load -= autocvar_g_balance_uzi_first_ammo;
                        else
                                self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
-                       self.uzi_load = self.clip_load;
+                       self.weapon_load[WEP_UZI] = self.clip_load;
                }
                else
                {
@@ -174,7 +145,7 @@ void uzi_mode1_fire_auto()
                if(autocvar_g_balance_uzi_reload_ammo)
                {
                        self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
-                       self.uzi_load = self.clip_load;
+                       self.weapon_load[WEP_UZI] = self.clip_load;
                }
                else
                        self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
@@ -256,6 +227,7 @@ void spawnfunc_weapon_machinegun(); // defined in t_items.qc
 
 float w_uzi(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
                if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
                        self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
@@ -292,7 +264,7 @@ float w_uzi(float req)
                                        if(autocvar_g_balance_uzi_reload_ammo)
                                        {
                                                self.clip_load -= autocvar_g_balance_uzi_burst_ammo;
-                                               self.uzi_load = self.clip_load;
+                                               self.weapon_load[WEP_UZI] = self.clip_load;
                                        }
                                        else
                                                self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo;
@@ -321,17 +293,6 @@ float w_uzi(float req)
                                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
                        }
                }
-        if(self.wish_reload)
-        {
-            if(self.switchweapon == self.weapon)
-            {
-                if(self.weaponentity.state == WS_READY)
-                {
-                    self.wish_reload = 0;
-                    W_UZI_Reload();
-                }
-            }
-        }
        }
        else if (req == WR_PRECACHE)
        {
@@ -350,29 +311,43 @@ float w_uzi(float req)
        else if (req == WR_CHECKAMMO1)
        {
                if(autocvar_g_balance_uzi_mode == 1)
-                       return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
                else
-                       return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+               if(autocvar_g_balance_uzi_reload_ammo)
+               {
+                       if(autocvar_g_balance_uzi_mode == 1)
+                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_sustained_ammo;
+                       else
+                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
+               }
+               return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
                if(autocvar_g_balance_uzi_mode == 1)
-                       return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
                else
-                       return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+               if(autocvar_g_balance_uzi_reload_ammo)
+               {
+                       if(autocvar_g_balance_uzi_mode == 1)
+                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_burst_ammo;
+                       else
+                               ammo_amount += self.weapon_load[WEP_UZI] >= autocvar_g_balance_uzi_first_ammo;
+               }
+               return ammo_amount;
        }
-       else if (req == WR_RELOAD)
+       else if (req == WR_RESETPLAYER)
        {
-               W_UZI_Reload();
+               // all weapons must be fully loaded when we spawn
+               self.weapon_load[WEP_UZI] = autocvar_g_balance_uzi_reload_ammo;
        }
-       else if (req == WR_SWITCHABLE)
+       else if (req == WR_RELOAD)
        {
-               // checks if this weapon can be switched to, when reloading is enabled
-               // returns true if there's either enough load in the weapon to use it,
-               // or we have enough ammo to reload the weapon to a usable point
-               float ammo_amount;
-               ammo_amount = min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo);
-               return self.uzi_load >= ammo_amount || self.ammo_nails >= ammo_amount;
+               W_UZI_Reload();
        }
        return TRUE;
 };
@@ -400,13 +375,13 @@ float w_uzi(float req)
                precache_sound("weapons/ric3.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = "%s did the impossible";
+               w_deathtypestring = _("%s did the impossible");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "%s was sniped by %s";
+                       w_deathtypestring = _("%s was sniped by %s");
                else
-                       w_deathtypestring = "%s was riddled full of holes by %s";
+                       w_deathtypestring = _("%s was riddled full of holes by %s");
        }
        return TRUE;
 }