}
METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(WEP_CVAR(machinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
+ // forced reload - wait until the bulletcounter is 0 so a burst loop can finish
+ if(WEP_CVAR(machinegun, reload_ammo)
+ && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))
+ && actor.(weaponentity).misc_bulletcounter >= 0)
+ {
thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- if(WEP_CVAR(machinegun, mode) == 1)
+ }
+ else if(WEP_CVAR(machinegun, mode) == 1)
{
if(fire & 1)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
w_ready(thiswep, actor, weaponentity, fire);
return;
}
-
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo), weaponentity);
-
- actor.(weaponentity).misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
- W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
+
+ // We don't want to shoot 3 rounds if there's 2 left in the mag. So calculate a fraction.
+ float burst_fraction = min(1, actor.(weaponentity).clip_load / WEP_CVAR(machinegun, burst_ammo));
+ int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction);
+
+ // Apply it here to take the right amount of ammo.
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo), weaponentity);
+
+ // Then apply it to the bullet counter before firing.
+ actor.(weaponentity).misc_bulletcounter = -to_shoot;
+ W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
}
}
else
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
}
METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
+ if(actor.(weaponentity).misc_bulletcounter < 0)
+ return;
W_Reload(actor, weaponentity, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
}
METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))