// always keep the Mine Layer if we placed mines, so that we can detonate them
if (thiswep == WEP_MINE_LAYER)
{
- IL_EACH(g_mines, it.owner == actor,
+ IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
{
return false;
});
this.m_weapon = newwep;
this.weaponname = newwep.mdl;
this.bulletcounter = 0;
- actor.ammo_field = newwep.ammo_field;
- newwep.wr_setup(newwep, actor);
+ newwep.wr_setup(newwep, actor, weaponentity);
this.state = WS_RAISE;
// set our clip load to the load of the weapon we switched to, if it's reloadable
if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
{
- this.clip_load = actor.(weapon_load[this.m_switchweapon.m_id]);
+ this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
this.clip_size = newwep.reloading_ammo;
}
else
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
{
- if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
+ if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity))) return;
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
if (wep.reloading_ammo)
{
actor.(weaponentity).clip_load -= ammo_use;
- actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
+ actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
}
else if (wep.ammo_field != ammo_none)
{
{
// finish the reloading process, and do the ammo transfer
+ Weapon wpn = actor.(weaponentity).m_weapon;
+
actor.(weaponentity).clip_load = actor.(weaponentity).old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
// if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
- if (!actor.(weaponentity).reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || actor.ammo_field == ammo_none)
+ if (!actor.(weaponentity).reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
{
actor.(weaponentity).clip_load = actor.(weaponentity).reload_ammo_amount;
}
else
{
// make sure we don't add more ammo than we have
- float load = min(actor.(weaponentity).reload_ammo_amount - actor.(weaponentity).clip_load, actor.(actor.ammo_field));
+ float load = min(actor.(weaponentity).reload_ammo_amount - actor.(weaponentity).clip_load, actor.(wpn.ammo_field));
actor.(weaponentity).clip_load += load;
- actor.(actor.ammo_field) -= load;
+ actor.(wpn.ammo_field) -= load;
}
- actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
+ actor.(weaponentity).(weapon_load[actor.(weaponentity).m_weapon.m_id]) = actor.(weaponentity).clip_load;
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
// ATTACK_FINISHED(actor, slot) -= actor.(weaponentity).reload_time - 1;
- Weapon wpn = Weapons_from(actor.(weaponentity).m_weapon.m_id);
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
if (actor.(weaponentity).clip_load >= actor.(weaponentity).reload_ammo_amount) return;
// no ammo, so nothing to load
- if (actor.ammo_field != ammo_none)
+ if (e.ammo_field != ammo_none)
{
- if (!actor.(actor.ammo_field) && actor.(weaponentity).reload_ammo_min)
+ if (!actor.(e.ammo_field) && actor.(weaponentity).reload_ammo_min)
{
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
actor.reload_complain = time + 1;
}
// switch away if the amount of ammo is not enough to keep using this weapon
- Weapon w = actor.(weaponentity).m_weapon;
- if (!(w.wr_checkammo1(w, actor, weaponentity) + w.wr_checkammo2(w, actor, weaponentity)))
+ if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
{
actor.(weaponentity).clip_load = -1; // reload later
W_SwitchToOtherWeapon(actor, weaponentity);
// ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.(weaponentity).reload_time + 1;
- weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.(weaponentity).reload_time, W_ReloadedAndReady);
+ weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.reload_time, W_ReloadedAndReady);
if (this.clip_load < 0) this.clip_load = 0;
this.old_clip_load = this.clip_load;
- this.clip_load = actor.(weapon_load[actor.(weaponentity).m_weapon.m_id]) = -1;
+ this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
}
void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)