From: Mircea Kitsune Date: Fri, 21 Jan 2011 21:18:34 +0000 (+0200) Subject: Do the Grenade Launcher and Mine Layer X-Git-Tag: xonotic-v0.5.0~309^2~7^2~138 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=394e4686aadf2f174c7a19b9fd5305cfd2ef02ee;p=xonotic%2Fxonotic-data.pk3dir.git Do the Grenade Launcher and Mine Layer --- diff --git a/balanceXonotic.cfg b/balanceXonotic.cfg index 01836ee79..e500fd624 100644 --- a/balanceXonotic.cfg +++ b/balanceXonotic.cfg @@ -339,6 +339,9 @@ set g_balance_grenadelauncher_secondary_remote_detonateprimary 0 set g_balance_grenadelauncher_bouncefactor 0.5 set g_balance_grenadelauncher_bouncestop 0.12 + +set g_balance_grenadelauncher_reload_ammo 15 +set g_balance_grenadelauncher_reload_time 2 // }}} // {{{ minelayer set g_balance_minelayer_damage 42 @@ -361,6 +364,8 @@ set g_balance_minelayer_remote_damage 45 set g_balance_minelayer_remote_edgedamage 40 set g_balance_minelayer_remote_radius 200 set g_balance_minelayer_remote_force 300 +set g_balance_minelayer_reload_ammo 10 +set g_balance_minelayer_reload_time 2 // }}} // {{{ electro set g_balance_electro_lightning 1 diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index 684a81be9..55cab56c4 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -299,6 +299,8 @@ float autocvar_g_balance_grenadelauncher_secondary_refire; float autocvar_g_balance_grenadelauncher_secondary_speed; float autocvar_g_balance_grenadelauncher_secondary_speed_up; float autocvar_g_balance_grenadelauncher_secondary_type; +float autocvar_g_balance_grenadelauncher_reload_ammo; +float autocvar_g_balance_grenadelauncher_reload_time; float autocvar_g_balance_hagar_primary_ammo; float autocvar_g_balance_hagar_primary_damage; float autocvar_g_balance_hagar_primary_edgedamage; @@ -430,6 +432,8 @@ float autocvar_g_balance_minelayer_remote_force; float autocvar_g_balance_minelayer_remote_radius; float autocvar_g_balance_minelayer_speed; float autocvar_g_balance_minelayer_time; +float autocvar_g_balance_minelayer_reload_ammo; +float autocvar_g_balance_minelayer_reload_time; float autocvar_g_balance_minstanex_ammo; float autocvar_g_balance_minstanex_animtime; float autocvar_g_balance_minstanex_refire; diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index a1133cd2a..a0d54f96d 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -893,6 +893,8 @@ void PutClientInServer (void) self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo; self.sniperrifle_load = autocvar_g_balance_sniperrifle_reload_ammo; self.uzi_load = autocvar_g_balance_uzi_reload_ammo; + self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo; + self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo; if(inWarmupStage) { diff --git a/qcsrc/server/w_grenadelauncher.qc b/qcsrc/server/w_grenadelauncher.qc index 73e2d13bf..26746a1e7 100644 --- a/qcsrc/server/w_grenadelauncher.qc +++ b/qcsrc/server/w_grenadelauncher.qc @@ -5,6 +5,60 @@ REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | .float gl_detonate_later; .float gl_bouncecnt; +.float grenadelauncher_load; + +void W_GrenadeLauncher_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_grenadelauncher_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.grenadelauncher_load; + self.clip_size = autocvar_g_balance_grenadelauncher_reload_ammo; // for the crosshair ammo display + } +} + +void W_GrenadeLauncher_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_grenadelauncher_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have + { + self.clip_load += 1; + self.ammo_rockets -= 1; + } + self.grenadelauncher_load = self.clip_load; + + t = ATTACK_FINISHED(self) - autocvar_g_balance_grenadelauncher_reload_time - 1; + ATTACK_FINISHED(self) = t; + w_ready(); +} + +void W_GrenadeLauncher_Reload() +{ + // return if reloading is disabled for this weapon + if(!autocvar_g_balance_grenadelauncher_reload_ammo) + return; + + if(!W_ReloadCheck(self.ammo_rockets)) + return; + + float t; + + sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); + + t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_grenadelauncher_reload_time + 1; + ATTACK_FINISHED(self) = t; + + weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_grenadelauncher_reload_time, W_GrenadeLauncher_ReloadedAndReady); + + self.old_clip_load = self.clip_load; + self.clip_load = -1; +} + void W_Grenade_Explode (void) { if(other.takedamage == DAMAGE_AIM) @@ -159,10 +213,11 @@ void W_Grenade_Touch2 (void) void W_Grenade_Attack (void) { + if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load <= 0) + return; // reloading, so we are done + local entity gren; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_grenadelauncher_primary_ammo; W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage); w_shotdir = v_forward; // no TrueAim for grenades please @@ -202,14 +257,24 @@ void W_Grenade_Attack (void) CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE); other = gren; MUTATOR_CALLHOOK(EditProjectile); + + // 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_grenadelauncher_reload_ammo) + { + self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo; + self.grenadelauncher_load = self.clip_load; + } + else + self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo; + } } void W_Grenade_Attack2 (void) { local entity gren; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_grenadelauncher_secondary_ammo; W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage); w_shotdir = v_forward; // no TrueAim for grenades please @@ -248,6 +313,18 @@ void W_Grenade_Attack2 (void) CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE); other = gren; MUTATOR_CALLHOOK(EditProjectile); + + // 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_grenadelauncher_reload_ammo) + { + self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo; + self.grenadelauncher_load = self.clip_load; + } + else + self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo; + } } void spawnfunc_weapon_grenadelauncher (void) @@ -284,13 +361,17 @@ float w_glauncher(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire)) + if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load <= 0) // forced reload + W_GrenadeLauncher_Reload(); + else if (self.BUTTON_ATCK) { - W_Grenade_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready); + if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire)) + { + W_Grenade_Attack(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready); + } } - if (self.BUTTON_ATCK2) + else if (self.BUTTON_ATCK2) { if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary")) { @@ -312,6 +393,17 @@ float w_glauncher(float req) weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready); } } + if(self.wish_reload) + { + if(self.switchweapon == self.weapon) + { + if(self.weaponentity.state == WS_READY) + { + self.wish_reload = 0; + W_GrenadeLauncher_Reload(); + } + } + } } else if (req == WR_PRECACHE) { @@ -328,11 +420,24 @@ float w_glauncher(float req) precache_sound ("weapons/grenade_fire.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_GRENADE_LAUNCHER); + W_GrenadeLauncher_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo; + { + if(autocvar_g_balance_grenadelauncher_reload_ammo) + return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_primary_ammo; + else + return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo; + } else if (req == WR_CHECKAMMO2) - return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo; + { + if(autocvar_g_balance_grenadelauncher_reload_ammo) + return self.grenadelauncher_load >= autocvar_g_balance_grenadelauncher_secondary_ammo; + else + return self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo; + } return TRUE; }; #endif @@ -368,6 +473,10 @@ float w_glauncher(float req) else // unchecked: SECONDARY, BOUNCE w_deathtypestring = "%s ate %s's grenade"; } + else if (req == WR_RELOAD) + { + W_GrenadeLauncher_Reload(); + } return TRUE; } #endif diff --git a/qcsrc/server/w_minelayer.qc b/qcsrc/server/w_minelayer.qc index 73682ad40..75d50d210 100644 --- a/qcsrc/server/w_minelayer.qc +++ b/qcsrc/server/w_minelayer.qc @@ -6,6 +6,60 @@ void W_Mine_Think (void); .float minelayer_detonate, minelayer_mines; .float mine_time; +.float minelayer_load; + +void W_MineLayer_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_minelayer_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.minelayer_load; + self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display + } +} + +void W_MineLayer_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_minelayer_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have + { + self.clip_load += 1; + self.ammo_rockets -= 1; + } + self.minelayer_load = self.clip_load; + + t = ATTACK_FINISHED(self) - autocvar_g_balance_minelayer_reload_time - 1; + ATTACK_FINISHED(self) = t; + w_ready(); +} + +void W_MineLayer_Reload() +{ + // return if reloading is disabled for this weapon + if(!autocvar_g_balance_minelayer_reload_ammo) + return; + + if(!W_ReloadCheck(self.ammo_rockets)) + return; + + float t; + + sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); + + t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_minelayer_reload_time + 1; + ATTACK_FINISHED(self) = t; + + weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_minelayer_reload_time, W_MineLayer_ReloadedAndReady); + + self.old_clip_load = self.clip_load; + self.clip_load = -1; +} + void spawnfunc_weapon_minelayer (void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); @@ -195,6 +249,9 @@ void W_Mine_Damage (entity inflictor, entity attacker, float damage, float death void W_Mine_Attack (void) { + if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load <= 0) + return; // reloading, so we are done + entity mine; entity flash; @@ -214,9 +271,6 @@ void W_Mine_Attack (void) } } - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_minelayer_ammo; - W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -262,6 +316,18 @@ void W_Mine_Attack (void) // common properties other = mine; MUTATOR_CALLHOOK(EditProjectile); + + // 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_minelayer_reload_ammo) + { + self.clip_load -= autocvar_g_balance_minelayer_ammo; + self.minelayer_load = self.clip_load; + } + else + self.ammo_rockets -= autocvar_g_balance_minelayer_ammo; + } } void spawnfunc_weapon_minelayer (void); // defined in t_items.qc @@ -367,7 +433,9 @@ float w_minelayer(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) + if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load <= 0) // forced reload + W_MineLayer_Reload(); + else if (self.BUTTON_ATCK) { if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire)) { @@ -376,7 +444,7 @@ float w_minelayer(float req) } } - if (self.BUTTON_ATCK2) + else if (self.BUTTON_ATCK2) { minfound = 0; for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) @@ -390,6 +458,18 @@ float w_minelayer(float req) if(minfound) sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); } + + if(self.wish_reload) + { + if(self.switchweapon == self.weapon) + { + if(self.weaponentity.state == WS_READY) + { + self.wish_reload = 0; + W_MineLayer_Reload(); + } + } + } } else if (req == WR_PRECACHE) { @@ -406,6 +486,7 @@ float w_minelayer(float req) else if (req == WR_SETUP) { weapon_setup(WEP_MINE_LAYER); + W_MineLayer_SetAmmoCounter(); } else if (req == WR_CHECKAMMO1) { @@ -415,7 +496,13 @@ float w_minelayer(float req) return FALSE; } else if (req == WR_CHECKAMMO2) + { return FALSE; + } + else if (req == WR_RELOAD) + { + W_MineLayer_Reload(); + } return TRUE; }; #endif