X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_sniperrifle.qc;h=6c2621f9f4c14025151984e8e0475918c75e5553;hb=03914e08e75d005bef83e6999f07dbe08acd3718;hp=eb6efb86f6d4ee6891b43b69dbfd501c8d0eb93c;hpb=79391877b6c1a9b898b2e961d4ef2e469b7d03a9;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_sniperrifle.qc b/qcsrc/server/w_sniperrifle.qc index eb6efb86f..6c2621f9f 100644 --- a/qcsrc/server/w_sniperrifle.qc +++ b/qcsrc/server/w_sniperrifle.qc @@ -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** @@ -7,59 +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 ammo_counter to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_sniperrifle_reload_ammo) - self.ammo_counter = 0; // also keeps crosshair ammo from displaying - else - self.ammo_counter = self.sniperrifle_load; -} - -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.ammo_counter = self.old_ammo_counter; // restore the ammo counter, in case we still had ammo in the weapon before reloading - while(self.ammo_counter < 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.ammo_counter += 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.ammo_counter; - - 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_ammo_counter = self.ammo_counter; - self.ammo_counter = -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 @@ -81,18 +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.ammo_counter -= pAmmo; - self.sniperrifle_load = self.ammo_counter; - } - } } void W_SniperRifle_Attack() @@ -124,9 +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; @@ -171,6 +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; @@ -196,8 +145,8 @@ float w_sniperrifle(float req) } else if (req == WR_THINK) { - 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); @@ -214,7 +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)) @@ -228,17 +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) { @@ -252,30 +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.ammo_counter = 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; }; @@ -307,32 +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"); } } }