]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_grenadelauncher.qc
Merge remote branch 'origin/master' into tzork/vehicles-2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_grenadelauncher.qc
index 5ebe530cb34423bbdb8b5f4e24a33bc8834f786c..017a41a87a9a2bbb08ed1bcca99c1914227e439a 100644 (file)
@@ -5,17 +5,6 @@ REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL |
 .float gl_detonate_later;
 .float gl_bouncecnt;
 
-void W_GrenadeLauncher_Reload()
-{
-       self.reload_ammo_player = ammo_rockets;
-       self.reload_ammo_min = min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo);
-       self.reload_ammo_amount = autocvar_g_balance_grenadelauncher_reload_ammo;
-       self.reload_time = autocvar_g_balance_grenadelauncher_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 void W_Grenade_Explode (void)
 {
        if(other.takedamage == DAMAGE_AIM)
@@ -172,17 +161,7 @@ void W_Grenade_Attack (void)
 {
        local entity gren;
 
-       // 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_grenadelauncher_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
-                       self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -229,17 +208,7 @@ void W_Grenade_Attack2 (void)
 {
        local entity gren;
 
-       // 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_grenadelauncher_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
-                       self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -317,7 +286,7 @@ float w_glauncher(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
-                       W_GrenadeLauncher_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else if (self.BUTTON_ATCK)
                {
                        if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
@@ -362,11 +331,12 @@ float w_glauncher(float req)
                precache_sound ("weapons/grenade_bounce6.wav");
                precache_sound ("weapons/grenade_stick.wav");
                precache_sound ("weapons/grenade_fire.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_GRENADE_LAUNCHER);
+               self.current_ammo = ammo_rockets;
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -382,7 +352,7 @@ float w_glauncher(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_GrenadeLauncher_Reload();
+               W_Reload(min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };