]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_rocketlauncher.qc
Merge remote-tracking branch 'origin/master' into fruitiex/panelhud
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
index 6abe83b930fd2e8da63dc8b7a506e93d1f5d1773..dfd2c3f1906fcc514685883bc828286307fd0afa 100644 (file)
@@ -5,17 +5,6 @@ REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | W
 .float rl_release;
 .float rl_detonate_later;
 
-void W_RocketLauncher_Reload()
-{
-       self.reload_ammo_player = ammo_rockets;
-       self.reload_ammo_min = autocvar_g_balance_rocketlauncher_ammo;
-       self.reload_ammo_amount = autocvar_g_balance_rocketlauncher_reload_ammo;
-       self.reload_time = autocvar_g_balance_rocketlauncher_reload_time;
-       self.reload_sound = "weapons/reload.wav";
-
-       W_Reload();
-}
-
 void W_Rocket_Unregister()
 {
        if(self.owner && self.owner.lastrocket == self)
@@ -259,17 +248,7 @@ void W_Rocket_Attack (void)
        local entity missile;
        local entity flash;
 
-       // 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_rocketlauncher_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_rocketlauncher_ammo;
-                       self.weapon_load[WEP_ROCKET_LAUNCHER] = self.clip_load;
-               }
-               else
-                       self.ammo_rockets -= autocvar_g_balance_rocketlauncher_ammo;
-       }
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
 
        W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CHAN_WEAPON, autocvar_g_balance_rocketlauncher_damage);
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -425,7 +404,7 @@ float w_rlauncher(float req)
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
-                       W_RocketLauncher_Reload();
+                       weapon_action(self.weapon, WR_RELOAD);
                else
                {
                        if (self.BUTTON_ATCK)
@@ -466,11 +445,12 @@ float w_rlauncher(float req)
                precache_sound ("weapons/rocket_det.wav");
                precache_sound ("weapons/rocket_fire.wav");
                precache_sound ("weapons/rocket_mode.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_ROCKET_LAUNCHER);
+               self.current_ammo = ammo_rockets;
                self.rl_release = 1;
        }
        else if (req == WR_CHECKAMMO1)
@@ -496,7 +476,7 @@ float w_rlauncher(float req)
        }
        else if (req == WR_RELOAD)
        {
-               W_RocketLauncher_Reload();
+               W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
        }
        return TRUE;
 };