w_cvar(id, sn, NONE, beam_refire) \
w_cvar(id, sn, NONE, beam_returnspeed) \
w_cvar(id, sn, NONE, beam_tightness) \
+ w_cvar(id, sn, NONE, burst_ammo) \
w_cvar(id, sn, NONE, burst_damage) \
w_cvar(id, sn, NONE, burst_healing_aps) \
w_cvar(id, sn, NONE, burst_healing_hps) \
float dt = frametime;
if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
{
- if(WEP_CVAR(arc, beam_ammo))
+ float rootammo;
+ if(burst)
+ { rootammo = WEP_CVAR(arc, burst_ammo); }
+ else
+ { rootammo = WEP_CVAR(arc, beam_ammo); }
+
+ if(rootammo)
{
- dt = min(dt, self.owner.WEP_AMMO(ARC) / WEP_CVAR(arc, beam_ammo));
- self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - WEP_CVAR(arc, beam_ammo) * frametime);
+ dt = min(dt, self.owner.WEP_AMMO(ARC) / rootammo);
+ self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
}
}