]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vortex.qc
USR: Ported ammo.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
index 454cb8bfba1b3cb53d59bbb7ced9081fc265c5b5..202780e29afc4d982400df3cd2ee3ad98fa43f5b 100644 (file)
@@ -241,11 +241,11 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
                                 }
                                 else
                                 {
-                                    dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+                                    dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
                                     dt = max(0, dt);
                                     if(dt > 0)
                                     {
-                                        actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
+                                        SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
                                     }
                                 }
                             }
@@ -277,7 +277,7 @@ METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity
 }
 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
+    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
     return ammo_amount;
 }
@@ -286,7 +286,7 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone
     if(WEP_CVAR(vortex, secondary))
     {
         // don't allow charging if we don't have enough ammo
-        float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
+        float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
         ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
         return ammo_amount;
     }