]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_seeker.qc
Port new code to all weapons, part 1
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_seeker.qc
index 0fdfaafb3462821b48f879b5210a2204822dbcc9..7d14148c2593c2fd95d16eb13365c7ff2c9f4417 100644 (file)
@@ -20,44 +20,15 @@ void W_Seeker_SetAmmoCounter()
        }
 }
 
-void W_Seeker_ReloadedAndReady()
-{
-       float t;
-
-       // now do the ammo transfer
-       self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
-       while(self.clip_load < autocvar_g_balance_seeker_reload_ammo && self.ammo_rockets) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_rockets -= 1;
-       }
-       self.seeker_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_seeker_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
 void W_Seeker_Reload()
 {
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_seeker_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_rockets, min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo)))
-               return;
-
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_seeker_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_seeker_reload_time, W_Seeker_ReloadedAndReady);
+       self.reload_ammo_player = ammo_fuel;
+       self.reload_ammo_min = min(autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_tag_ammo);
+       self.reload_ammo_amount = autocvar_g_balance_seeker_reload_ammo;
+       self.reload_time = autocvar_g_balance_seeker_reload_time;
+       self.reload_sound = "weapons/reload.wav";
 
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
+       W_Reload();
 }
 
 void Seeker_Missile_Explode ()