.float minelayer_detonate, minelayer_mines;
.float mine_time;
-void W_MineLayer_Reload()
-{
- self.reload_ammo_player = ammo_rockets;
- self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
- self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
- self.reload_time = autocvar_g_balance_minelayer_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
-
void spawnfunc_weapon_minelayer (void)
{
weapon_defaultspawnfunc(WEP_MINE_LAYER);
}
}
- // 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_minelayer_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_minelayer_ammo;
- self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
- }
- else
- self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
- }
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
else if (req == WR_THINK)
{
if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
- W_MineLayer_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
}
else if (req == WR_RELOAD)
{
- W_MineLayer_Reload();
+ W_Reload(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
}
return TRUE;
};