]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
remove IT_UNLIMITED_BOTH
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index 607f1fcddfedfda1e80b7048aa0729fd7b22569d..8aed354348dcc6cd7f02f493faab75052a9cad13 100644 (file)
@@ -2,15 +2,6 @@
 
 #ifdef SVQC
 
-METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e))
-{
-       if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
-       {
-               return WEP_SHOCKWAVE;
-       }
-       return this;
-}
-
 void W_MachineGun_MuzzleFlash_Think(entity this)
 {
        this.frame += 2;
@@ -93,7 +84,7 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit
        if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
                if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
-               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!(actor.items & IT_UNLIMITED_AMMO))
                {
                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w_ready(thiswep, actor, weaponentity, fire);
@@ -119,7 +110,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
-       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!(actor.items & IT_UNLIMITED_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                w_ready(thiswep, actor, weaponentity, fire);
@@ -164,7 +155,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
                actor.punchangle_y = random() - 0.5;
        }
 
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -215,7 +206,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
         {
             if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
-            if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+            if(!(actor.items & IT_UNLIMITED_AMMO))
             {
                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                 w_ready(thiswep, actor, weaponentity, fire);
@@ -252,9 +243,9 @@ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
 {
     float ammo_amount;
     if(WEP_CVAR(machinegun, mode) == 1)
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
     else
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
 
     if(WEP_CVAR(machinegun, reload_ammo))
     {
@@ -269,9 +260,9 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity wea
 {
     float ammo_amount;
     if(WEP_CVAR(machinegun, mode) == 1)
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
     else
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
 
     if(WEP_CVAR(machinegun, reload_ammo))
     {