]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Only decrease by what's left in the mag. Also improve commenting.
authorDavid Knapp <mazecraze96@gmail.com>
Sat, 27 Jul 2019 19:10:19 +0000 (15:10 -0400)
committerDavid Knapp <mazecraze96@gmail.com>
Sat, 27 Jul 2019 19:10:19 +0000 (15:10 -0400)
qcsrc/common/weapons/weapon/machinegun.qc

index 9ddde91ae5dbb195e93265e10f6ce2815dcb6840..fe45176ccbd79921ab0498447978995a4fcc6337 100644 (file)
@@ -215,6 +215,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
             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))
         {
@@ -226,14 +227,16 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
                 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);
         }