X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_hlac.qc;h=7b474d6956f04f09ac86e80d45509a60f422b471;hb=c414b7f0f3e2297640d07576e5cc258bc22e756b;hp=bbab9cdbc3a42bab25976506c0f77acbee0450b3;hpb=03914e08e75d005bef83e6999f07dbe08acd3718;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_hlac.qc b/qcsrc/server/w_hlac.qc index bbab9cdbc..7b474d695 100644 --- a/qcsrc/server/w_hlac.qc +++ b/qcsrc/server/w_hlac.qc @@ -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; };