void W_Fireball_Attack1_Frame0()
{
- // 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_fireball_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_fireball_primary_ammo;
- self.weapon_load[WEP_FIREBALL] = self.clip_load;
- }
- else
- self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo;
- }
+ W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo);
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
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)
- {
- if(autocvar_g_balance_fireball_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_fireball_secondary_ammo;
- self.weapon_load[WEP_FIREBALL] = self.clip_load;
- }
- else
- self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo;
- }
+ W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_secondary_ammo, autocvar_g_balance_fireball_reload_ammo);
c = mod(self.bulletcounter, 4);
switch(c)