]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Hopefully fix compilation unit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index cbde7d360c61544c8ea3b4d48596c11ac2330435..2f6fcb68d7213cbafc508343d377da932944ad0a 100644 (file)
@@ -5,6 +5,7 @@
 #include "../command/common.qh"
 #include "../mutators/_mod.qh"
 #include "../round_handler.qh"
+#include "../resources.qh"
 #include <common/t_items.qh>
 #include <common/animdecide.qh>
 #include <common/constants.qh>
@@ -393,10 +394,10 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
 
        if (this)
        {
-               FOREACH_CLIENT(true, LAMBDA(
+               FOREACH_CLIENT(true, {
                        if(it == actor || (IS_SPEC(it) && it.enemy == actor))
                                wframe_send(it, this, a, restartanim);
-               ));
+               });
        }
 
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
@@ -668,21 +669,22 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponenti
                w_ent.clip_load -= ammo_use;
                w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
        }
-       else if (wep.ammo_field != ammo_none)
+       else if (wep.ammo_type != RESOURCE_NONE)
        {
-               actor.(wep.ammo_field) -= ammo_use;
-               if (actor.(wep.ammo_field) < 0)
+               float ammo = GetResourceAmount(actor, wep.ammo_type);
+               if (ammo < ammo_use)
                {
                        backtrace(sprintf(
                                "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
                                "Please notify Samual immediately with a copy of this backtrace!\n",
                                ammo_use,
                                wep.netname,
-                               GetAmmoPicture(wep.ammo_field),
+                               GetAmmoPicture(wep.ammo_type),
                                actor.netname,
-                               actor.(wep.ammo_field)
+                               ammo
                                             ));
                }
+               SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
        }
 }
 
@@ -702,16 +704,17 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        w_ent.clip_load = w_ent.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 (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
+       if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
        {
                w_ent.clip_load = w_ent.reload_ammo_amount;
        }
        else
        {
                // make sure we don't add more ammo than we have
-               float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, actor.(wpn.ammo_field));
+               float ammo = GetResourceAmount(actor, wpn.ammo_type);
+               float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
                w_ent.clip_load += load;
-               actor.(wpn.ammo_field) -= load;
+               SetResourceAmount(actor, wpn.ammo_type, ammo - load);
        }
        w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
 
@@ -754,9 +757,9 @@ void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sen
        if (this.clip_load >= this.reload_ammo_amount) return;
 
        // no ammo, so nothing to load
-       if (e.ammo_field != ammo_none)
+       if (e.ammo_type != RESOURCE_NONE)
        {
-               if (!actor.(e.ammo_field) && this.reload_ammo_min)
+               if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
                {
                        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                        {