From: Mircea Kitsune Date: Fri, 21 Jan 2011 23:44:54 +0000 (+0200) Subject: Move onto to the Crylink and HLAC X-Git-Tag: xonotic-v0.5.0~309^2~7^2~131 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=73769cd293fa63c0b65136865875edc21aa324d7;p=xonotic%2Fxonotic-data.pk3dir.git Move onto to the Crylink and HLAC --- diff --git a/balanceXonotic.cfg b/balanceXonotic.cfg index c6008ae73..682b1e83e 100644 --- a/balanceXonotic.cfg +++ b/balanceXonotic.cfg @@ -467,6 +467,9 @@ set g_balance_crylink_secondary_middle_lifetime 5 // range: 10000 full, fades to set g_balance_crylink_secondary_middle_fadetime 5 set g_balance_crylink_secondary_line_lifetime 2 // range: 4000 full, fades to 8000 set g_balance_crylink_secondary_line_fadetime 0.25 + +set g_balance_crylink_reload_ammo 15 +set g_balance_crylink_reload_time 2 // }}} // {{{ nex set g_balance_nex_primary_damage 90 @@ -620,6 +623,9 @@ set g_balance_hlac_secondary_refire 0.8 set g_balance_hlac_secondary_animtime 0.4 set g_balance_hlac_secondary_ammo 4 set g_balance_hlac_secondary_shots 6 + +set g_balance_hlac_reload_ammo 20 +set g_balance_hlac_reload_time 2 // }}} // {{{ sniperrifle set g_balance_sniperrifle_auto_reload_on_switch 0 diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index 3adf5feca..019ed71b4 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -166,6 +166,8 @@ float autocvar_g_balance_crylink_secondary_refire; float autocvar_g_balance_crylink_secondary_shots; float autocvar_g_balance_crylink_secondary_speed; float autocvar_g_balance_crylink_secondary_spread; +float autocvar_g_balance_crylink_reload_ammo; +float autocvar_g_balance_crylink_reload_time; float autocvar_g_balance_ctf_damageforcescale; float autocvar_g_balance_ctf_delay_collect; float autocvar_g_balance_curse_empathy_minhealth; @@ -354,6 +356,8 @@ float autocvar_g_balance_hlac_secondary_shots; float autocvar_g_balance_hlac_secondary_speed; float autocvar_g_balance_hlac_secondary_spread; float autocvar_g_balance_hlac_secondary_spread_crouchmod; +float autocvar_g_balance_hlac_reload_ammo; +float autocvar_g_balance_hlac_reload_time; float autocvar_g_balance_hook_primary_animtime; float autocvar_g_balance_hook_primary_fuel; float autocvar_g_balance_hook_primary_hooked_fuel; diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index 4c8d9c3ee..12e2f1327 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -896,6 +896,8 @@ void PutClientInServer (void) self.grenadelauncher_load = autocvar_g_balance_grenadelauncher_reload_ammo; self.minelayer_load = autocvar_g_balance_minelayer_reload_ammo; self.electro_load = autocvar_g_balance_electro_reload_ammo; + self.crylink_load = autocvar_g_balance_crylink_reload_ammo; + self.hlac_load = autocvar_g_balance_hlac_reload_ammo; if(inWarmupStage) { diff --git a/qcsrc/server/w_crylink.qc b/qcsrc/server/w_crylink.qc index aa98e2de8..e73600eae 100644 --- a/qcsrc/server/w_crylink.qc +++ b/qcsrc/server/w_crylink.qc @@ -9,6 +9,60 @@ REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLA .entity queuenext; .entity queueprev; +.float crylink_load; + +void W_Crylink_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_crylink_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.crylink_load; + self.clip_size = autocvar_g_balance_crylink_reload_ammo; // for the crosshair ammo display + } +} + +void W_Crylink_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_crylink_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have + { + self.clip_load += 1; + self.ammo_cells -= 1; + } + self.crylink_load = self.clip_load; + + t = ATTACK_FINISHED(self) - autocvar_g_balance_crylink_reload_time - 1; + ATTACK_FINISHED(self) = t; + w_ready(); +} + +void W_Crylink_Reload() +{ + // return if reloading is disabled for this weapon + if(!autocvar_g_balance_crylink_reload_ammo) + return; + + if(!W_ReloadCheck(self.ammo_cells)) + return; + + float t; + + sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); + + t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_crylink_reload_time + 1; + ATTACK_FINISHED(self) = t; + + weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_crylink_reload_time, W_Crylink_ReloadedAndReady); + + self.old_clip_load = self.clip_load; + self.clip_load = -1; +} + void W_Crylink_CheckLinks(entity e) { float i; @@ -319,9 +373,6 @@ void W_Crylink_Attack (void) vector forward, right, up; float maxdmg; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_primary_ammo; - maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots; maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces; if(autocvar_g_balance_crylink_primary_joinexplode) @@ -414,6 +465,18 @@ void W_Crylink_Attack (void) counter = counter + 1; } self.crylink_lastgroup = proj; + + // 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_crylink_reload_ammo) + { + self.clip_load -= autocvar_g_balance_crylink_primary_ammo; + self.crylink_load = self.clip_load; + } + else + self.ammo_cells -= autocvar_g_balance_crylink_primary_ammo; + } } void W_Crylink_Attack2 (void) @@ -422,9 +485,6 @@ void W_Crylink_Attack2 (void) local entity proj, prevproj, firstproj; float maxdmg; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_secondary_ammo; - maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots; maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces; if(autocvar_g_balance_crylink_secondary_joinexplode) @@ -502,6 +562,18 @@ void W_Crylink_Attack2 (void) counter = counter + 1; } self.crylink_lastgroup = proj; + + // 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_crylink_reload_ammo) + { + self.clip_load -= autocvar_g_balance_crylink_secondary_ammo; + self.crylink_load = self.clip_load; + } + else + self.ammo_cells -= autocvar_g_balance_crylink_secondary_ammo; + } } void spawnfunc_weapon_crylink (void) @@ -520,7 +592,9 @@ float w_crylink(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) + if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload + W_Crylink_Reload(); + else if (self.BUTTON_ATCK) { if (!self.crylink_waitrelease) if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire)) @@ -578,6 +652,17 @@ float w_crylink(float req) } } } + if(self.wish_reload) + { + if(self.switchweapon == self.weapon) + { + if(self.weaponentity.state == WS_READY) + { + self.wish_reload = 0; + W_Crylink_Reload(); + } + } + } } else if (req == WR_PRECACHE) { @@ -589,20 +674,31 @@ float w_crylink(float req) precache_sound ("weapons/crylink_linkjoin.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_CRYLINK); + W_Crylink_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) { // don't "run out of ammo" and switch weapons while waiting for release if(self.crylink_lastgroup && self.crylink_waitrelease) return TRUE; - return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo; + + if(autocvar_g_balance_crylink_reload_ammo) + return self.crylink_load >= autocvar_g_balance_crylink_primary_ammo; + else + return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo; } else if (req == WR_CHECKAMMO2) { // don't "run out of ammo" and switch weapons while waiting for release if(self.crylink_lastgroup && self.crylink_waitrelease) return TRUE; - return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo; + + if(autocvar_g_balance_crylink_reload_ammo) + return self.crylink_load >= autocvar_g_balance_crylink_secondary_ammo; + else + return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo; } return TRUE; }; @@ -645,6 +741,10 @@ float w_crylink(float req) else w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY } + else if (req == WR_RELOAD) + { + W_Crylink_Reload(); + } return TRUE; } #endif diff --git a/qcsrc/server/w_hlac.qc b/qcsrc/server/w_hlac.qc index 8c85ffddc..5385101e7 100644 --- a/qcsrc/server/w_hlac.qc +++ b/qcsrc/server/w_hlac.qc @@ -3,6 +3,60 @@ REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BO #else #ifdef SVQC +.float hlac_load; + +void W_Hlac_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_hlac_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.hlac_load; + self.clip_size = autocvar_g_balance_hlac_reload_ammo; // for the crosshair ammo display + } +} + +void W_Hlac_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_hlac_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have + { + self.clip_load += 1; + self.ammo_cells -= 1; + } + self.hlac_load = self.clip_load; + + t = ATTACK_FINISHED(self) - autocvar_g_balance_hlac_reload_time - 1; + ATTACK_FINISHED(self) = t; + w_ready(); +} + +void W_Hlac_Reload() +{ + // return if reloading is disabled for this weapon + if(!autocvar_g_balance_hlac_reload_ammo) + return; + + if(!W_ReloadCheck(self.ammo_cells)) + return; + + float t; + + sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); + + t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_hlac_reload_time + 1; + ATTACK_FINISHED(self) = t; + + weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_hlac_reload_time, W_Hlac_ReloadedAndReady); + + self.old_clip_load = self.clip_load; + self.clip_load = -1; +} + void W_HLAC_Touch (void) { PROJECTILE_TOUCH; @@ -22,11 +76,6 @@ void W_HLAC_Attack (void) local entity missile; float spread; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_primary_ammo; - } - spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter); spread = min(spread,autocvar_g_balance_hlac_primary_spread_max); if(self.crouch) @@ -67,6 +116,18 @@ void W_HLAC_Attack (void) CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE); other = missile; 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_hlac_reload_ammo) + { + self.clip_load -= autocvar_g_balance_hlac_primary_ammo; + self.hlac_load = self.clip_load; + } + else + self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo; + } } void W_HLAC_Attack2f (void) @@ -116,11 +177,6 @@ void W_HLAC_Attack2 (void) { float i; - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - self.ammo_cells = self.ammo_cells - autocvar_g_balance_hlac_secondary_ammo; - } - for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i) W_HLAC_Attack2f(); @@ -129,6 +185,18 @@ void W_HLAC_Attack2 (void) self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } + + // 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_hlac_reload_ammo) + { + self.clip_load -= autocvar_g_balance_hlac_secondary_ammo; + self.hlac_load = self.clip_load; + } + else + self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo; + } } // weapon frames @@ -171,21 +239,37 @@ float w_hlac(float req) self.BUTTON_ATCK = bot_aim(autocvar_g_balance_hlac_primary_speed, 0, autocvar_g_balance_hlac_primary_lifetime, FALSE); else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire)) + if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload + W_Hlac_Reload(); + else if (self.BUTTON_ATCK) { - self.misc_bulletcounter = 0; - W_HLAC_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02); + if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire)) + { + self.misc_bulletcounter = 0; + W_HLAC_Attack(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_refire, HLAC_fire1_02); + } } - if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary) - if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire)) + else if (self.BUTTON_ATCK2 && autocvar_g_balance_hlac_secondary) { - W_HLAC_Attack2(); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready); + if (weapon_prepareattack(1, autocvar_g_balance_hlac_secondary_refire)) + { + W_HLAC_Attack2(); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hlac_secondary_animtime, w_ready); + } } - + if(self.wish_reload) + { + if(self.switchweapon == self.weapon) + { + if(self.weaponentity.state == WS_READY) + { + self.wish_reload = 0; + W_Hlac_Reload(); + } + } + } } else if (req == WR_PRECACHE) { @@ -196,11 +280,28 @@ float w_hlac(float req) } else if (req == WR_SETUP) + { weapon_setup(WEP_HLAC); + W_Hlac_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo; + { + if(autocvar_g_balance_hlac_reload_ammo) + return self.hlac_load >= autocvar_g_balance_hlac_primary_ammo; + else + return self.ammo_cells >= autocvar_g_balance_hlac_primary_ammo; + } else if (req == WR_CHECKAMMO2) - return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo; + { + if(autocvar_g_balance_hlac_reload_ammo) + return self.hlac_load >= autocvar_g_balance_hlac_secondary_ammo; + else + return self.ammo_cells >= autocvar_g_balance_hlac_secondary_ammo; + } + else if (req == WR_RELOAD) + { + W_Hlac_Reload(); + } return TRUE; }; #endif