]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hlac.qc
Add checks for other.deadflag when announcing airshot -- this way airshots don't...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hlac.qc
index bbab9cdbc3a42bab25976506c0f77acbee0450b3..7b474d6956f04f09ac86e80d45509a60f422b471 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
+REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
 #else
 #ifdef SVQC
 
@@ -22,17 +22,7 @@ void W_HLAC_Attack (void)
        local entity missile;
     float spread;
 
-       // 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_hlac_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_hlac_primary_ammo;
-                       self.weapon_load[WEP_HLAC] = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= autocvar_g_balance_hlac_primary_ammo;
-       }
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
 
     spread = autocvar_g_balance_hlac_primary_spread_min + (autocvar_g_balance_hlac_primary_spread_add * self.misc_bulletcounter);
     spread = min(spread,autocvar_g_balance_hlac_primary_spread_max);
@@ -123,17 +113,7 @@ void W_HLAC_Attack2 (void)
 {
     float i;
 
-       // 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_hlac_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_hlac_secondary_ammo;
-                       self.weapon_load[WEP_HLAC] = self.clip_load;
-               }
-               else
-                       self.ammo_cells -= autocvar_g_balance_hlac_secondary_ammo;
-       }
+       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_secondary_ammo, autocvar_g_balance_hlac_reload_ammo);
 
     for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
         W_HLAC_Attack2f();
@@ -157,6 +137,7 @@ void HLAC_fire1_02()
        if (self.BUTTON_ATCK)
        {
                if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
@@ -213,12 +194,13 @@ float w_hlac(float req)
                precache_model ("models/weapons/v_hlac.md3");
                precache_model ("models/weapons/h_hlac.iqm");
                precache_sound ("weapons/lasergun_fire.wav");
-               precache_sound ("weapons/reload.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
 
        }
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_HLAC);
+               self.current_ammo = ammo_cells;
        }
        else if (req == WR_CHECKAMMO1)
        {
@@ -234,7 +216,7 @@ float w_hlac(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_Reload(ammo_cells, min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
+               W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };