]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Commonize even more code, now that its possible
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sun, 30 Jan 2011 20:03:46 +0000 (22:03 +0200)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Sun, 30 Jan 2011 20:03:46 +0000 (22:03 +0200)
16 files changed:
qcsrc/server/cl_client.qc
qcsrc/server/w_crylink.qc
qcsrc/server/w_electro.qc
qcsrc/server/w_fireball.qc
qcsrc/server/w_grenadelauncher.qc
qcsrc/server/w_hagar.qc
qcsrc/server/w_hlac.qc
qcsrc/server/w_laser.qc
qcsrc/server/w_minelayer.qc
qcsrc/server/w_minstanex.qc
qcsrc/server/w_nex.qc
qcsrc/server/w_rocketlauncher.qc
qcsrc/server/w_seeker.qc
qcsrc/server/w_shotgun.qc
qcsrc/server/w_sniperrifle.qc
qcsrc/server/w_uzi.qc

index 229e1729c7115d296bdd10d951fcaa3528b25197..fed5100c0a1105a8b1cc26e1012cf600d9b60415 100644 (file)
@@ -1050,8 +1050,15 @@ void PutClientInServer (void)
 
                // reset fields the weapons may use
                for (j = WEP_FIRST; j <= WEP_LAST; ++j)
+               {
                        weapon_action(j, WR_RESETPLAYER);
 
+                       // all weapons must be fully loaded when we spawn
+                       entity e;
+                       e = get_weaponinfo(j);
+                       self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+               }
+
                oldself = self;
                self = spot;
                        activator = oldself;
index 9d9f32edf3732c5e1aa3fa5920707fd0b9a2411e..f3ae7b10e92a4393034cd598089f40a15b2c621f 100644 (file)
@@ -666,11 +666,6 @@ float w_crylink(float req)
                ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_CRYLINK] = autocvar_g_balance_crylink_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_Crylink_Reload();
index d6b555e0768c51c0f788fadfa8b8974e9f86e4ac..1f802bdd54e1954416c9a2cffd74f30e4ff708e3 100644 (file)
@@ -564,9 +564,6 @@ float w_electro(float req)
        else if (req == WR_RESETPLAYER)
        {
                self.electro_secondarytime = time;
-
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_ELECTRO] = autocvar_g_balance_electro_reload_ammo;
        }
        else if (req == WR_RELOAD)
        {
index b95a1e2a7a3e0c724b295ce1d9f44e310586b15a..f079e1c42d247afe190e87a621c5837af30e4aa6 100644 (file)
@@ -424,9 +424,6 @@ float w_fireball(float req)
        else if (req == WR_RESETPLAYER)
        {
                self.fireball_primarytime = time;
-
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_FIREBALL] = autocvar_g_balance_fireball_reload_ammo;
        }
        else if (req == WR_RELOAD)
        {
index 0e4e0b852e617992dcb1b6d8636cfb3626471163..d611d70bebae26e8c13c9672039f72b81e0d83e0 100644 (file)
@@ -393,11 +393,6 @@ float w_glauncher(float req)
                ammo_amount += self.weapon_load[WEP_GRENADE_LAUNCHER] >= autocvar_g_balance_grenadelauncher_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_GRENADE_LAUNCHER] = autocvar_g_balance_grenadelauncher_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_GrenadeLauncher_Reload();
index b27f25aa2bb3c6ebf2d174c3ac27783da8d27f03..e51444738e633584b8f9ddb47c73ad9e2bc868f7 100644 (file)
@@ -217,11 +217,6 @@ float w_hagar(float req)
                ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_HAGAR] = autocvar_g_balance_hagar_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_Hagar_Reload();
index 2913ff2f3517963f070d3b76c80a4f99200f74f5..62aacc6cfcd0ee1b1851f64d99f077e5575899fd 100644 (file)
@@ -256,11 +256,6 @@ float w_hlac(float req)
                ammo_amount += self.weapon_load[WEP_HLAC] >= autocvar_g_balance_hlac_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_HLAC] = autocvar_g_balance_hlac_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_HLAC_Reload();
index 3794c69159ff6377adae3116969f3a08c947cad1..15580c2df65433961906ed8a8e9dc432c67b227f 100644 (file)
@@ -318,11 +318,6 @@ float w_laser(float req)
        {
                return TRUE;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_LASER] = autocvar_g_balance_laser_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_Laser_Reload();
index 3db7ad4f7af96ce9177c9a817744db3393f109d8..729dc4727096786a8f91e853e8e5bacdc8dc8a8e 100644 (file)
@@ -464,11 +464,6 @@ float w_minelayer(float req)
        {
                return FALSE;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_MINE_LAYER] = autocvar_g_balance_minelayer_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_MineLayer_Reload();
index de6fcff245aab96454ccc55d6240b014977bb42c..567e4fa100a97f2185ea7f8d5bd3bd1856f118b9 100644 (file)
@@ -300,9 +300,6 @@ float w_minstanex(float req)
        else if (req == WR_RESETPLAYER)
        {
                self.minstanex_lasthit = 0;
-
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_MINSTANEX] = autocvar_g_balance_minstanex_reload_ammo;
        }
        else if (req == WR_RELOAD)
        {
index 66aea0563866d3e66cda44195223fd9d30427094..e6c2aaafe2092f8d250dbd201cbc827255b0f255 100644 (file)
@@ -268,11 +268,6 @@ float w_nex(float req)
                ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_NEX] = autocvar_g_balance_nex_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_Nex_Reload();
index 1198bc74199f01ee29f1e017b9074d4cd2b8b9e0..46d3c70abb5142cfbf8e88f55e8b22fbe9519faa 100644 (file)
@@ -506,9 +506,6 @@ float w_rlauncher(float req)
        else if (req == WR_RESETPLAYER)
        {
                self.rl_release = 0;
-
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_ROCKET_LAUNCHER] = autocvar_g_balance_rocketlauncher_reload_ammo;
        }
        else if (req == WR_RELOAD)
        {
index 18c5bc95ad7cbf6548650b7629588a960ff50c7f..9517d1e308cc753865de6d820554f57ca0aa9d7a 100644 (file)
@@ -518,11 +518,6 @@ float w_seeker(float req)
                ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_flac_ammo;
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_SEEKER] = autocvar_g_balance_seeker_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_Seeker_Reload();
index 68b4ab2b18408e47976b82088dbfb405e0b5df9f..a0db92215c297fa316363bc9c34b58e81babad49 100644 (file)
@@ -198,11 +198,6 @@ float w_shotgun(float req)
                // melee attack is always available
                return TRUE;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_SHOTGUN] = autocvar_g_balance_shotgun_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_Shotgun_Reload();
index 61479539688c0fa880b438f1215404a2d83eb609..1b62b25f63f24ac6823bc58bae8280dd6ad2c6a9 100644 (file)
@@ -230,9 +230,6 @@ float w_sniperrifle(float req)
        else if (req == WR_RESETPLAYER)
        {
                self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
-
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_SNIPERRIFLE] = autocvar_g_balance_sniperrifle_reload_ammo;
        }
        else if (req == WR_RELOAD)
        {
index 0482f43772918bcc7525899ec304bf3b384d8eaf..5c46f72c9842bfb3fef57de44bb5081d59917dc6 100644 (file)
@@ -340,11 +340,6 @@ float w_uzi(float req)
                }
                return ammo_amount;
        }
-       else if (req == WR_RESETPLAYER)
-       {
-               // all weapons must be fully loaded when we spawn
-               self.weapon_load[WEP_UZI] = autocvar_g_balance_uzi_reload_ammo;
-       }
        else if (req == WR_RELOAD)
        {
                W_UZI_Reload();