]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_laser.qc
Merge remote-tracking branch 'origin/master' into samual/balance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
index 3f902ac948b3aa1a9a33cd38ba28d50c82bf5c78..a7e5c4df7d272f785e3dd2fc7d4e576eed97806e 100644 (file)
@@ -4,17 +4,6 @@ REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WE
 #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;
@@ -238,20 +227,12 @@ float w_laser(float req)
        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);
@@ -261,15 +242,7 @@ float w_laser(float req)
                {
                        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))
                                {
@@ -291,11 +264,12 @@ float w_laser(float req)
                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)
        {
@@ -307,7 +281,7 @@ float w_laser(float req)
        }
        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;
 };