]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_uzi.qc
Move weapon load floats in defs.qh, rather than in each weapon file. Necessary to...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_uzi.qc
index a02175884d9f9dd1c76272e2586ffede03600e18..d841283433f359a696466e420529754d2883bfd8 100644 (file)
@@ -3,8 +3,6 @@ REGISTER_WEAPON(UZI, w_uzi, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT
 #else
 #ifdef SVQC
 
-.float uzi_load;
-
 void W_UZI_SetAmmoCounter()
 {
        // set clip_load to the weapon we have switched to, if the gun uses reloading
@@ -119,6 +117,26 @@ void W_UZI_Attack (float deathtype)
        // casing code
        if (autocvar_g_casings >= 2)
                SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+
+       // 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_uzi_reload_ammo)
+               {
+                       if (self.misc_bulletcounter == 1)
+                               self.clip_load -= autocvar_g_balance_uzi_first_ammo;
+                       else
+                               self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
+                       self.uzi_load = self.clip_load;
+               }
+               else
+               {
+                       if (self.misc_bulletcounter == 1)
+                               self.ammo_nails -= autocvar_g_balance_uzi_first_ammo;
+                       else
+                               self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
+               }
+       }
 }
 
 // weapon frames
@@ -322,6 +340,7 @@ float w_uzi(float req)
                precache_model ("models/weapons/v_uzi.md3");
                precache_model ("models/weapons/h_uzi.iqm");
                precache_sound ("weapons/uzi_fire.wav");
+               precache_sound ("weapons/reload.wav");
        }
        else if (req == WR_SETUP)
        {