From: TimePath Date: Thu, 27 Aug 2015 11:29:22 +0000 (+1000) Subject: Fix Hagar secondary releasing whenever you don't have enough ammo for a full charge X-Git-Tag: xonotic-v0.8.2~2012 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=ce0589a4393e1823e47d2115b1054ae001aa4fba;p=xonotic%2Fxonotic-data.pk3dir.git Fix Hagar secondary releasing whenever you don't have enough ammo for a full charge Closes #1323 --- diff --git a/qcsrc/common/weapons/w_hagar.qc b/qcsrc/common/weapons/w_hagar.qc index 79c37abdc..7856d0603 100644 --- a/qcsrc/common/weapons/w_hagar.qc +++ b/qcsrc/common/weapons/w_hagar.qc @@ -296,10 +296,10 @@ void W_Hagar_Attack2_Load(void) if(time < game_starttime) return; - float loaded, enough_ammo; - loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max); + bool loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max); // this is different than WR_CHECKAMMO when it comes to reloading + bool enough_ammo; if(self.items & IT_UNLIMITED_WEAPON_AMMO) enough_ammo = true; else if(autocvar_g_balance_hagar_reload_ammo) @@ -307,6 +307,8 @@ void W_Hagar_Attack2_Load(void) else enough_ammo = self.WEP_AMMO(HAGAR) >= WEP_CVAR_SEC(hagar, ammo); + bool stopped = loaded || !enough_ammo; + if(self.BUTTON_ATCK2) { if(self.BUTTON_ATCK && WEP_CVAR_SEC(hagar, load_abort)) @@ -329,7 +331,7 @@ void W_Hagar_Attack2_Load(void) else { // check if we can attempt to load another rocket - if(!loaded && enough_ammo) + if(!stopped) { if(!self.hagar_loadblock && self.hagar_loadstep < time) { @@ -339,16 +341,17 @@ void W_Hagar_Attack2_Load(void) sound(self, CH_WEAPON_B, W_Sound("hagar_load"), VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) - self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(); + stopped = true; else self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); } } - else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame + if(stopped && !self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame { // if this is the last rocket we can load, play a beep sound to notify the player sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM); self.hagar_loadbeep = true; + self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(); } } } @@ -361,9 +364,9 @@ void W_Hagar_Attack2_Load(void) if(self.hagar_load) { // play warning sound if we're about to release - if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0) + if(stopped && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0) { - if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame + if(!self.hagar_warning) // prevents the beep from playing each frame { // we're about to automatically release after holding time, play a beep sound to notify the player sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM); @@ -372,7 +375,7 @@ void W_Hagar_Attack2_Load(void) } // release if player let go of button or if they've held it in too long - if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) + if(!self.BUTTON_ATCK2 || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)) { self.weaponentity.state = WS_READY; W_Hagar_Attack2_Load_Release(); @@ -382,15 +385,15 @@ void W_Hagar_Attack2_Load(void) { self.hagar_loadbeep = false; self.hagar_warning = false; - } - // we aren't checking ammo during an attack, so we must do it here - if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))) - if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) - { - // note: this doesn't force the switch - W_SwitchToOtherWeapon(self); - return; + // we aren't checking ammo during an attack, so we must do it here + if(!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + { + // note: this doesn't force the switch + W_SwitchToOtherWeapon(self); + return; + } } } @@ -433,7 +436,6 @@ bool W_Hagar(int req) weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); } } - return true; } case WR_GONETHINK: