return;
if (self.ammo_cells <= 0)
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
if (self.health == 5)
{
void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
-float minstanex_ammo;
float w_minstanex(float req)
{
float ammo_amount;
+ float minstanex_ammo;
+
+ // now multiple WR_s use this
+ if(g_minstagib)
+ minstanex_ammo = 1;
+ else
+ minstanex_ammo = autocvar_g_balance_minstanex_ammo;
+
if (req == WR_AIM)
{
if(self.ammo_cells > 0)
}
else if (req == WR_THINK)
{
- if(g_minstagib)
- minstanex_ammo = 1;
- else
- minstanex_ammo = autocvar_g_balance_minstanex_ammo;
-
// if the laser uses load, we also consider its ammo for reloading
if(autocvar_g_balance_minstanex_reload_ammo && autocvar_g_balance_minstanex_laser_ammo && self.clip_load < min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo)) // forced reload
weapon_action(self.weapon, WR_RELOAD);
}
else if (req == WR_CHECKAMMO1)
{
- ammo_amount = self.ammo_cells >= autocvar_g_balance_minstanex_ammo;
- ammo_amount += self.weapon_load[WEP_MINSTANEX] >= autocvar_g_balance_minstanex_ammo;
+ ammo_amount = self.ammo_cells >= minstanex_ammo;
+ ammo_amount += self.weapon_load[WEP_MINSTANEX] >= minstanex_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
float used_ammo;
if(autocvar_g_balance_minstanex_laser_ammo)
- used_ammo = min(autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
+ used_ammo = min(minstanex_ammo, autocvar_g_balance_minstanex_laser_ammo);
else
- used_ammo = autocvar_g_balance_minstanex_ammo;
+ used_ammo = minstanex_ammo;
W_Reload(used_ammo, autocvar_g_balance_minstanex_reload_ammo, autocvar_g_balance_minstanex_reload_time, "weapons/reload.wav");
}