W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
}
+ // You can "shoot" more rounds than what's "used", and vice versa.
if(fire & 2)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
return;
}
- // We don't want to shoot 3 rounds if there's 2 left in the mag. So calculate a fraction.
+ // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
+ // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
float burst_fraction = min(1, actor.(weaponentity).clip_load / WEP_CVAR(machinegun, burst_ammo));
int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction);
-
- // Apply it here to take the right amount of ammo.
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo), weaponentity);
-
- // Then apply it to the bullet counter before firing.
+
+ // We also don't want to use 3 rounds if there's only 2 left.
+ int to_use = min(WEP_CVAR(machinegun, burst_ammo), actor.(weaponentity).clip_load);
+ W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
+
+ // Bursting counts up to 0 from a negative.
actor.(weaponentity).misc_bulletcounter = -to_shoot;
W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
}