From 1aba2a49449e24ff8bcb0e1ea0cefe376308ef95 Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Sat, 22 Jan 2011 15:35:35 +0200 Subject: [PATCH] Seeker --- balanceXonotic.cfg | 2 + qcsrc/server/autocvars.qh | 2 + qcsrc/server/cl_client.qc | 1 + qcsrc/server/w_seeker.qc | 130 ++++++++++++++++++++++++++++++++++++-- 4 files changed, 128 insertions(+), 7 deletions(-) diff --git a/balanceXonotic.cfg b/balanceXonotic.cfg index c2e5bee72..9c8c6c783 100644 --- a/balanceXonotic.cfg +++ b/balanceXonotic.cfg @@ -761,4 +761,6 @@ set g_balance_seeker_tag_lifetime 15 set g_balance_seeker_tag_refire 0.7 set g_balance_seeker_tag_speed 5000 set g_balance_seeker_tag_spread 0 +set g_balance_seeker_reload_ammo 20 +set g_balance_seeker_reload_time 2 // End new seeker diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index bf4fa7a6f..db7b12bd6 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -604,6 +604,8 @@ float autocvar_g_balance_seeker_tag_health; float autocvar_g_balance_seeker_tag_lifetime; float autocvar_g_balance_seeker_tag_refire; float autocvar_g_balance_seeker_tag_speed; +float autocvar_g_balance_seeker_reload_ammo; +float autocvar_g_balance_seeker_reload_time; float autocvar_g_balance_selfdamagepercent; float autocvar_g_balance_shotgun_primary_ammo; float autocvar_g_balance_shotgun_primary_animtime; diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index 0cc4e1bb8..7a90c36c2 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -899,6 +899,7 @@ void PutClientInServer (void) self.crylink_load = autocvar_g_balance_crylink_reload_ammo; self.hlac_load = autocvar_g_balance_hlac_reload_ammo; self.fireball_load = autocvar_g_balance_fireball_reload_ammo; + self.seeker_load = autocvar_g_balance_fireball_reload_ammo; if(inWarmupStage) { diff --git a/qcsrc/server/w_seeker.qc b/qcsrc/server/w_seeker.qc index d9ab65b06..e251ace9b 100644 --- a/qcsrc/server/w_seeker.qc +++ b/qcsrc/server/w_seeker.qc @@ -5,6 +5,60 @@ REGISTER_WEAPON(SEEKER, w_seeker, IT_ROCKETS, 8, WEP_FLAG_NORMAL | WEP_TYPE_SPLA //.float proxytime; = autoswitch //.float tl; = wait +.float seeker_load; + +void W_Seeker_SetAmmoCounter() +{ + // set clip_load to the weapon we have switched to, if the gun uses reloading + if(!autocvar_g_balance_seeker_reload_ammo) + self.clip_load = 0; // also keeps crosshair ammo from displaying + else + { + self.clip_load = self.seeker_load; + self.clip_size = autocvar_g_balance_seeker_reload_ammo; // for the crosshair ammo display + } +} + +void W_Seeker_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_seeker_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.seeker_load = self.clip_load; + + t = ATTACK_FINISHED(self) - autocvar_g_balance_seeker_reload_time - 1; + ATTACK_FINISHED(self) = t; + w_ready(); +} + +void W_Seeker_Reload() +{ + // return if reloading is disabled for this weapon + if(!autocvar_g_balance_seeker_reload_ammo) + return; + + if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo))) + return; + + float t; + + sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); + + t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_seeker_reload_time + 1; + ATTACK_FINISHED(self) = t; + + weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_seeker_reload_time, W_Seeker_ReloadedAndReady); + + self.old_clip_load = self.clip_load; + self.clip_load = -1; +} + void Seeker_Missile_Explode () { self.event_damage = SUB_Null; @@ -158,8 +212,17 @@ void Seeker_Fire_Missile(vector f_diff) { local entity missile; + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_missile_ammo; + { + if(autocvar_g_balance_seeker_reload_ammo) + { + self.clip_load -= autocvar_g_balance_seeker_missile_ammo; + self.seeker_load = self.clip_load; + } + else + self.ammo_rockets -= autocvar_g_balance_seeker_missile_ammo; + } makevectors(self.v_angle); W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CHAN_WEAPON, 0); @@ -294,8 +357,17 @@ void Seeker_Tag_Touch() void Seeker_Fire_Tag() { local entity missile; + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_tag_ammo; + { + if(autocvar_g_balance_seeker_reload_ammo) + { + self.clip_load -= autocvar_g_balance_seeker_tag_ammo; + self.seeker_load = self.clip_load; + } + else + self.ammo_rockets -= autocvar_g_balance_seeker_tag_ammo; + } W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CHAN_WEAPON, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count); @@ -353,8 +425,17 @@ void Seeker_Fire_Flac() vector f_diff; float c; + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_seeker_flac_ammo; + { + if(autocvar_g_balance_seeker_reload_ammo) + { + self.clip_load -= autocvar_g_balance_seeker_flac_ammo; + self.seeker_load = self.clip_load; + } + else + self.ammo_rockets -= autocvar_g_balance_seeker_flac_ammo; + } c = mod(self.bulletcounter, 4); switch(c) @@ -418,20 +499,38 @@ float w_seeker(float req) else if (req == WR_THINK) { - if (self.BUTTON_ATCK) + if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)) // forced reload + W_Seeker_Reload(); + + else if (self.BUTTON_ATCK) + { if (weapon_prepareattack(0, autocvar_g_balance_seeker_tag_refire)) { Seeker_Fire_Tag(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_seeker_tag_animtime, w_ready); } + } - if (self.BUTTON_ATCK2) + else if (self.BUTTON_ATCK2) + { if (weapon_prepareattack(1, autocvar_g_balance_seeker_flac_refire)) { Seeker_Fire_Flac(); weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_seeker_flac_animtime, w_ready); } + } + if(self.wish_reload) + { + if(self.switchweapon == self.weapon) + { + if(self.weaponentity.state == WS_READY) + { + self.wish_reload = 0; + W_Seeker_Reload(); + } + } + } } else if (req == WR_PRECACHE) { @@ -443,11 +542,28 @@ float w_seeker(float req) precache_sound ("weapons/seeker_fire.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_SEEKER); + W_Seeker_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo; + { + if(autocvar_g_balance_seeker_reload_ammo) + return self.clip_load >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo; + else + return self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo + autocvar_g_balance_seeker_missile_ammo; + } else if (req == WR_CHECKAMMO2) - return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo; + { + if(autocvar_g_balance_seeker_reload_ammo) + return self.clip_load >= autocvar_g_balance_seeker_flac_ammo; + else + return self.ammo_rockets >= autocvar_g_balance_seeker_flac_ammo; + } + else if (req == WR_RELOAD) + { + W_Seeker_Reload(); + } return TRUE; }; #endif -- 2.39.2