]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Rename the Laser cvar, to avoid a functionality conflict
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sat, 22 Jan 2011 16:15:09 +0000 (18:15 +0200)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sat, 22 Jan 2011 16:15:09 +0000 (18:15 +0200)
balanceXonotic.cfg
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/w_laser.qc

index 7e5327c335d490d03050d7c0f442a2b56892f419..869c9a1cb17a24b39d1c5ab0f9ae929d6401ffeb 100644 (file)
@@ -243,7 +243,7 @@ set g_balance_laser_secondary_gauntlet 1
 set g_balance_laser_secondary_force_zscale 1.25
 set g_balance_laser_secondary_force_velocitybias 0
 set g_balance_laser_secondary_force_other_scale 0
-set g_balance_laser_reload_count 5
+set g_balance_laser_reload_ammo 5
 set g_balance_laser_reload_time 2
 // }}}
 // {{{ shotgun
index 308635f05aaa37167b097202b586f8fe6c9ba5c7..6362972484f693a695e64056f91060fd46de313f 100644 (file)
@@ -422,7 +422,7 @@ float autocvar_g_balance_laser_secondary_force_zscale;
 float autocvar_g_balance_laser_secondary_lifetime;
 float autocvar_g_balance_laser_secondary_radius;
 float autocvar_g_balance_laser_secondary_speed;
-float autocvar_g_balance_laser_reload_count;
+float autocvar_g_balance_laser_reload_ammo;
 float autocvar_g_balance_laser_reload_time;
 float autocvar_g_balance_minelayer_ammo;
 float autocvar_g_balance_minelayer_animtime;
index 183f31fe6b5668e25eb8f3170b536c5834cb7c09..0f53264255eca962e6fbb86dc02a9cb608f4a25c 100644 (file)
@@ -890,7 +890,7 @@ void PutClientInServer (void)
                }
 
                // all weapons must be fully loaded the first time we pick them up, so set their load to maximum at respawn
-               self.laser_load = autocvar_g_balance_laser_reload_count;
+               self.laser_load = autocvar_g_balance_laser_reload_ammo;
                self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
                self.sniperrifle_load = autocvar_g_balance_sniperrifle_reload_ammo;
                self.uzi_load = autocvar_g_balance_uzi_reload_ammo;
index 0dde022e8ac82fd7e26800a3405259b7cae154b4..05542ee6aba0328fdc4067ece1a32984f6e65201 100644 (file)
@@ -9,12 +9,12 @@ void(float imp) W_SwitchWeapon;
 void W_Laser_SetAmmoCounter()
 {
        // set clip_load to the weapon we have switched to, if the gun uses reloading
-       if(!autocvar_g_balance_laser_reload_count)
+       if(!autocvar_g_balance_laser_reload_ammo)
                self.clip_load = 0; // also keeps crosshair ammo from displaying
        else
        {
                self.clip_load = self.laser_load;
-               self.clip_size = autocvar_g_balance_laser_reload_count; // for the crosshair ammo display
+               self.clip_size = autocvar_g_balance_laser_reload_ammo; // for the crosshair ammo display
        }
 }
 
@@ -22,7 +22,7 @@ void W_Laser_ReloadedAndReady()
 {
        float t;
 
-       self.clip_load = autocvar_g_balance_laser_reload_count; // maximum load since this weapon uses no ammo
+       self.clip_load = autocvar_g_balance_laser_reload_ammo; // maximum load since this weapon uses no ammo
        self.laser_load = self.clip_load;
 
        t = ATTACK_FINISHED(self) - autocvar_g_balance_laser_reload_time - 1;
@@ -33,7 +33,7 @@ void W_Laser_ReloadedAndReady()
 void W_Laser_Reload()
 {
        // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_laser_reload_count)
+       if(!autocvar_g_balance_laser_reload_ammo)
                return;
 
        if(!W_ReloadCheck(1, 0))
@@ -273,7 +273,7 @@ float w_laser(float req)
        }
        else if (req == WR_THINK)
        {
-               if(autocvar_g_balance_laser_reload_count && self.clip_load < 1) // forced reload
+               if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
                        W_Laser_Reload();
                else if (self.BUTTON_ATCK)
                {
@@ -282,7 +282,7 @@ float w_laser(float req)
                                // if this weapon is reloadable, decrease its load
                                if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                                {
-                                       if(autocvar_g_balance_laser_reload_count)
+                                       if(autocvar_g_balance_laser_reload_ammo)
                                        {
                                                self.clip_load -= 1;
                                                self.laser_load = self.clip_load;
@@ -300,7 +300,7 @@ float w_laser(float req)
                                // if this weapon is reloadable, decrease its load
                                if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                                {
-                                       if(autocvar_g_balance_laser_reload_count)
+                                       if(autocvar_g_balance_laser_reload_ammo)
                                        {
                                                self.clip_load -= 1;
                                                self.laser_load = self.clip_load;