.float electro_count;
.float electro_secondarytime;
-void W_Electro_Reload()
-{
- self.reload_ammo_player = ammo_cells;
- self.reload_ammo_min = min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo);
- self.reload_ammo_amount = autocvar_g_balance_electro_reload_ammo;
- self.reload_time = autocvar_g_balance_electro_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
-
void W_Plasma_Explode_Combo (void);
void W_Plasma_TriggerCombo(vector org, float rad, entity own)
{
local entity proj;
- // 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_electro_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_electro_primary_ammo;
- self.weapon_load[WEP_ELECTRO] = self.clip_load;
- }
- else
- self.ammo_cells -= autocvar_g_balance_electro_primary_ammo;
- }
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
{
local entity proj;
- // 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_electro_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_electro_secondary_ammo;
- self.weapon_load[WEP_ELECTRO] = self.clip_load;
- }
- else
- self.ammo_cells -= autocvar_g_balance_electro_secondary_ammo;
- }
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage);
if(!ammo_amount)
{
- W_Electro_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
return FALSE;
}
}
}
else if (req == WR_RELOAD)
{
- W_Electro_Reload();
+ W_Reload(ammo_cells, min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), autocvar_g_balance_electro_reload_ammo, autocvar_g_balance_electro_reload_time, "weapons/reload.wav");
}
return TRUE;
};