#ifdef SVQC
void(float imp) W_SwitchWeapon;
-void W_Laser_Reload()
-{
- self.(self.reload_ammo_player) = 1;
- self.reload_ammo_min = 0;
- self.reload_ammo_amount = autocvar_g_balance_laser_reload_ammo;
- self.reload_time = autocvar_g_balance_laser_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
-
void W_Laser_Touch (void)
{
PROJECTILE_TOUCH;
else if (req == WR_THINK)
{
if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
- W_Laser_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
{
- // if this weapon is reloadable, decrease its load
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_laser_reload_ammo)
- {
- self.clip_load -= 1;
- self.weapon_load[WEP_LASER] = self.clip_load;
- }
- }
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
W_Laser_Attack(0);
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
{
if(autocvar_g_balance_laser_secondary)
{
- // if this weapon is reloadable, decrease its load
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_laser_reload_ammo)
- {
- self.clip_load -= 1;
- self.weapon_load[WEP_LASER] = self.clip_load;
- }
- }
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
if (weapon_prepareattack(0, 0))
{
precache_model ("models/weapons/h_laser.iqm");
precache_sound ("weapons/lasergun_fire.wav");
precache_sound ("weapons/gauntlet_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_LASER);
+ self.current_ammo = ammo_none;
}
else if (req == WR_CHECKAMMO1)
{
}
else if (req == WR_RELOAD)
{
- W_Laser_Reload();
+ W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
}
return TRUE;
};