local entity gren;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_hook_secondary_ammo;
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hook_secondary_ammo, FALSE);
W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CHAN_WEAPON, autocvar_g_balance_hook_secondary_damage);
gren = spawn ();
if (weapon_prepareattack(0, -1))
{
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_hook_primary_fuel;
+ W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_hook_primary_fuel, FALSE);
self.hook_state |= HOOK_FIRING;
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hook_primary_animtime, w_ready);
}
{
if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
{
- self.ammo_fuel -= (time - self.hook_time_fueldecrease) * hooked_fuel;
+ W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE);
self.hook_time_fueldecrease = time;
// decrease next frame again
}
{
if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
{
- // if this weapon is reloadable, decrease its load
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_laser_reload_ammo)
- {
- self.clip_load -= 1;
- self.weapon_load[WEP_LASER] = self.clip_load;
- }
- }
+ W_DecreaseAmmo(zero_ammo, 1, TRUE);
W_Laser_Attack(0);
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
{
if(autocvar_g_balance_laser_secondary)
{
- // if this weapon is reloadable, decrease its load
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_laser_reload_ammo)
- {
- self.clip_load -= 1;
- self.weapon_load[WEP_LASER] = self.clip_load;
- }
- }
+ W_DecreaseAmmo(zero_ammo, 1, TRUE);
if (weapon_prepareattack(0, 0))
{