]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hlac.qc
Phase 2. A global ammo decreasing function. Still not fully ready
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hlac.qc
index 212def8af2ae555bc6f1908170bdda84a76e97bb..c1de434ed4a9b4808410c57a8964081a1aaa8fd2 100644 (file)
@@ -3,17 +3,6 @@ REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE
 #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;
@@ -33,17 +22,7 @@ void W_HLAC_Attack (void)
        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);
@@ -134,17 +113,7 @@ void W_HLAC_Attack2 (void)
 {
     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();
@@ -198,7 +167,7 @@ float w_hlac(float req)
        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))
@@ -245,7 +214,7 @@ float w_hlac(float req)
        }
        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;
 };