]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
GetResourceAmount --> GetResource, SetResourceAmount --> SetResource
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 4a3ab170343eb5cb233b30e92803a93c2e934904..a3bf16145ac438c8e5cc9d9150e0a9646f86379b 100644 (file)
@@ -95,7 +95,7 @@ void W_Shotgun_Melee_Think(entity this)
                                this.realowner.origin + this.realowner.view_ofs,
                                v_forward * WEP_CVAR_SEC(shotgun, force));
 
-                       if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
+                       if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
 
                        // draw large red flash for debugging
                        //te_customflash(targpos, 200, 2, '15 0 0');
@@ -245,7 +245,7 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
     }
     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
     if(WEP_CVAR(shotgun, secondary) == 1)
-    if(((fire & 1) && GetResourceAmount(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+    if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
     {
         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
@@ -254,7 +254,7 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
 }
 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
     return ammo_amount;
 }
@@ -268,7 +268,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
         case 1: return true; // melee does not use ammo
         case 2: // secondary triple shot
         {
-            float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
+            float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
             ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
             return ammo_amount;
         }