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
{
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);
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();
else if (req == WR_SETUP)
{
weapon_setup(WEP_UZI);
+ self.current_ammo = ammo_nails;
}
else if (req == WR_CHECKAMMO1)
{