From 8079e573522588959013a67cd2acd7d65944538b Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Wed, 18 Sep 2019 11:54:20 +0200 Subject: [PATCH] fix "infinite" burst happening when reload ammo was 0 (as in XDF) --- qcsrc/common/weapons/weapon/machinegun.qc | 16 +++++++++++++--- 1 file changed, 13 insertions(+), 3 deletions(-) diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 5a55b7e8b..e16ffe66b 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -217,14 +217,24 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen w_ready(thiswep, actor, weaponentity, fire); return; } - + + float ammo_available; + if (WEP_CVAR(machinegun, reload_ammo) > 0) + { + ammo_available = actor.(weaponentity).clip_load; + } + else + { + ammo_available = GetResource(actor, thiswep.ammo_type); + } + // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction. // Also keep the fraction <= 1 otherwise we'd mag dump in one burst. - float burst_fraction = min(1, actor.(weaponentity).clip_load / WEP_CVAR(machinegun, burst_ammo)); + float burst_fraction = min(1, ammo_available / WEP_CVAR(machinegun, burst_ammo)); int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction); // We also don't want to use 3 rounds if there's only 2 left. - int to_use = min(WEP_CVAR(machinegun, burst_ammo), actor.(weaponentity).clip_load); + int to_use = min(WEP_CVAR(machinegun, burst_ammo), ammo_available); W_DecreaseAmmo(thiswep, actor, to_use, weaponentity); // Bursting counts up to 0 from a negative. -- 2.39.2