]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_electro.qc
Merge remote-tracking branch 'remotes/origin/terencehill/newpanelhud' into terencehil...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
index c4be2d04ecf3bcf7ff30544917726964de6d1ef6..711c44c8bf363a39bd8672e5c9908c6b2993f9db 100644 (file)
@@ -110,17 +110,7 @@ void W_Electro_Attack()
 {
        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);
 
@@ -157,17 +147,7 @@ void W_Electro_Attack2()
 {
        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);
 
@@ -505,7 +485,7 @@ float w_electro(float req)
                precache_sound ("weapons/electro_fire2.wav");
                precache_sound ("weapons/electro_impact.wav");
                precache_sound ("weapons/electro_impact_combo.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
                if(autocvar_g_balance_electro_lightning)
                {
                        precache_sound ("weapons/lgbeam_fire.wav");
@@ -514,6 +494,7 @@ float w_electro(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_ELECTRO);
+               self.current_ammo = ammo_cells;
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -544,7 +525,7 @@ float w_electro(float req)
        }
        else if (req == WR_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");
+               W_Reload(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;
 };