#else
#ifdef SVQC
-void W_HLAC_Reload()
-{
- self.reload_ammo_player = ammo_cells;
- self.reload_ammo_min = min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo);
- self.reload_ammo_amount = autocvar_g_balance_hlac_reload_ammo;
- self.reload_time = autocvar_g_balance_hlac_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
-
void W_HLAC_Touch (void)
{
PROJECTILE_TOUCH;
local entity missile;
float spread;
- // 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_hlac_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
- self.weapon_load[WEP_HLAC] = self.clip_load;
- }
- else
- self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
- }
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
{
float i;
- // 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_hlac_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
- self.weapon_load[WEP_HLAC] = self.clip_load;
- }
- else
- self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
- }
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
W_HLAC_Attack2f();
else if (req == WR_THINK)
{
if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo)) // forced reload
- W_HLAC_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, autocvar_g_balance_hlac_primary_refire))
}
else if (req == WR_RELOAD)
{
- W_HLAC_Reload();
+ W_Reload(ammo_cells, min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
}
return TRUE;
};