]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_sniperrifle.qc
First phase, second part.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_sniperrifle.qc
index 198171f1fc2f800827c5a696e260dc685e931ce5..6c2621f9f4c14025151984e8e0475918c75e5553 100644 (file)
@@ -8,17 +8,6 @@ REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_F
 
 .float sniperrifle_accumulator;
 
-void W_SniperRifle_Reload()
-{
-       self.reload_ammo_player = ammo_nails;
-       self.reload_ammo_min = min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo);
-       self.reload_ammo_amount = autocvar_g_balance_sniperrifle_reload_ammo;
-       self.reload_time = autocvar_g_balance_sniperrifle_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
 {
        // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
@@ -157,7 +146,7 @@ float w_sniperrifle(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // forced reload
-            W_SniperRifle_Reload();
+            weapon_action(self.weapon, WR_RELOAD);
                else
                {
                        self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
@@ -174,7 +163,7 @@ float w_sniperrifle(float req)
                                if (autocvar_g_balance_sniperrifle_secondary)
                                {
                     if(autocvar_g_balance_sniperrifle_secondary_reload)
-                        W_SniperRifle_Reload();
+                        weapon_action(self.weapon, WR_RELOAD);
                     else
                     {
                         if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
@@ -204,13 +193,13 @@ float w_sniperrifle(float req)
        }
        else if (req == WR_CHECKAMMO1)
        {
-               ammo_amount = self.ammo_cells >= autocvar_g_balance_sniperrifle_primary_ammo;
+               ammo_amount = self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
                ammo_amount += self.weapon_load[WEP_SNIPERRIFLE] >= autocvar_g_balance_sniperrifle_primary_ammo;
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
        {
-               ammo_amount = self.ammo_cells >= autocvar_g_balance_sniperrifle_secondary_ammo;
+               ammo_amount = self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
                ammo_amount += self.weapon_load[WEP_SNIPERRIFLE] >= autocvar_g_balance_sniperrifle_secondary_ammo;
                return ammo_amount;
        }
@@ -220,7 +209,7 @@ float w_sniperrifle(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_SniperRifle_Reload();
+               W_Reload(ammo_nails, min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo), autocvar_g_balance_sniperrifle_reload_ammo, autocvar_g_balance_sniperrifle_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };