#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>
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)
bool forbidWeaponUse(entity player)
{
- if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
+ if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
if (player.player_blocked) return true;
if (game_stopped) return true;
if (STAT(FROZEN, player)) return true;
.entity wepe1 = weaponentities[0];
entity wep1 = actor.(wepe1);
this.m_switchweapon = wep1.m_switchweapon;
- if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD))
+ entity store = IS_PLAYER(actor) ? PS(actor) : actor;
+ if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
{
this.m_weapon = WEP_Null;
this.m_switchingweapon = WEP_Null;
if (this.m_switchweapon == WEP_Null)
{
+ if (this.state != WS_CLEAR)
+ w_ready(this.m_weapon, actor, weaponentity, button_atck | (button_atck2 << 1));
this.m_weapon = WEP_Null;
this.m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
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);
}
}
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;
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))
{