]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_sniperrifle.qc
Port new code to all weapons, part 1
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_sniperrifle.qc
index 523cab74e1258ba34a7cb3ceab526dcc0b7d8f8b..4b4cd951cecdd770eb93832dfdc637ed1d780665 100644 (file)
@@ -23,44 +23,15 @@ void W_SniperRifle_SetAmmoCounter()
        }
 }
 
-void W_SniperRifle_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_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
-       {
-               self.clip_load += 1;
-               self.ammo_nails -= 1;
-       }
-       self.sniperrifle_load = self.clip_load;
-
-       t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reload_time - 1;
-       ATTACK_FINISHED(self) = t;
-       w_ready();
-}
-
 void W_SniperRifle_Reload()
 {
-       // return if reloading is disabled for this weapon
-       if(!autocvar_g_balance_sniperrifle_reload_ammo)
-               return;
-
-       if(!W_ReloadCheck(self.ammo_nails, min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)))
-               return;
-
-       float t;
-
-       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
-       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reload_time + 1;
-       ATTACK_FINISHED(self) = t;
-
-       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reload_time, W_SniperRifle_ReloadedAndReady);
+       self.reload_ammo_player = ammo_fuel;
+       self.reload_ammo_min = min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo);
+       self.reload_ammo_amount = autocvar_g_balance_sniperrifle_reload_ammo;
+       self.reload_time = autocvar_g_balance_sniperrifle_reload_time;
+       self.reload_sound = "weapons/reload.wav";
 
-       self.old_clip_load = self.clip_load;
-       self.clip_load = -1;
+       W_Reload();
 }
 
 void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)