]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_grenadelauncher.qc
switch the meanings of cl_gunalign 1/2 and 3/4 because of problems with old client...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_grenadelauncher.qc
index 3571d50beb1a3d36b0130626ee286697cb01501d..02ba362aee0ca7e28a96dcc7d7ff3169374a8b39 100644 (file)
@@ -30,8 +30,9 @@ void W_Grenade_Explode2 (void)
        if(other.takedamage == DAMAGE_AIM)
                if(other.classname == "player")
                        if(IsDifferentTeam(self.owner, other))
-                               if(IsFlying(other))
-                                       AnnounceTo(self.owner, "airshot");
+                               if(other.deadflag == DEAD_NO)
+                                       if(IsFlying(other))
+                                               AnnounceTo(self.owner, "airshot");
 
        self.event_damage = SUB_Null;
        self.takedamage = DAMAGE_NO;
@@ -161,17 +162,7 @@ void W_Grenade_Attack (void)
 {
        local entity gren;
 
-       // 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_grenadelauncher_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_grenadelauncher_primary_ammo;
-                       self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_grenadelauncher_primary_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_primary_damage);
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -218,17 +209,7 @@ void W_Grenade_Attack2 (void)
 {
        local entity gren;
 
-       // 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_grenadelauncher_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_grenadelauncher_secondary_ammo;
-                       self.weapon_load[WEP_GRENADE_LAUNCHER] = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_grenadelauncher_secondary_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CHAN_WEAPON, autocvar_g_balance_grenadelauncher_secondary_damage);
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -351,11 +332,12 @@ float w_glauncher(float req)
                precache_sound ("weapons/grenade_bounce6.wav");
                precache_sound ("weapons/grenade_stick.wav");
                precache_sound ("weapons/grenade_fire.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_GRENADE_LAUNCHER);
+               self.current_ammo = ammo_rockets;
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -371,7 +353,7 @@ float w_glauncher(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_Reload(ammo_rockets, min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
+               W_Reload(min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };