]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Oops, forgot to update the uzi.
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Fri, 11 Feb 2011 17:01:53 +0000 (19:01 +0200)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Fri, 11 Feb 2011 17:01:53 +0000 (19:01 +0200)
qcsrc/server/w_uzi.qc

index bad5b9ed53397ef146b041c5aadba729e9deaca7..8903ba81045b3b149393695893a56ecfe469df59 100644 (file)
@@ -66,25 +66,10 @@ void W_UZI_Attack (float deathtype)
        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.weapon_load[WEP_UZI] = 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;
-               }
-       }
+       if (self.misc_bulletcounter == 1)
+               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
+       else
+               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
 }
 
 // weapon frames
@@ -116,17 +101,7 @@ void uzi_mode1_fire_auto()
 {
        float uzi_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_uzi_reload_ammo)
-               {
-                       self.clip_load -= autocvar_g_balance_uzi_sustained_ammo;
-                       self.weapon_load[WEP_UZI] = self.clip_load;
-               }
-               else
-                       self.ammo_nails -= autocvar_g_balance_uzi_sustained_ammo;
-       }
+       W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
        
        if (self.BUTTON_ATCK)
                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
@@ -235,17 +210,7 @@ float w_uzi(float req)
                                        return FALSE;
                                }
 
-                               // 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)
-                                       {
-                                               self.clip_load -= autocvar_g_balance_uzi_burst_ammo;
-                                               self.weapon_load[WEP_UZI] = self.clip_load;
-                                       }
-                                       else
-                                               self.ammo_nails -= autocvar_g_balance_uzi_burst_ammo;
-                               }
+                               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
 
                                self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
                                uzi_mode1_fire_burst();
@@ -283,6 +248,7 @@ float w_uzi(float req)
        else if (req == WR_SETUP)
        {
                weapon_setup(WEP_UZI);
+               self.current_ammo = ammo_nails;
        }
        else if (req == WR_CHECKAMMO1)
        {