w_ready(thiswep, actor, weaponentity, fire);
return;
}
- float ammo_available = GetResource(actor, thiswep.ammo_type);
- // 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, ammo_available / WEP_CVAR(arc, bolt_ammo));
- int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
-
- // We also don't want to use 3 rounds if there's only 2 left.
- int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
- W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
+ int to_shoot = WEP_CVAR(arc, bolt_count);
+ if(!(actor.items & IT_UNLIMITED_AMMO))
+ {
+ float ammo_available = GetResource(actor, thiswep.ammo_type);
+ // 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, ammo_available / WEP_CVAR(arc, bolt_ammo));
+ to_shoot = floor(to_shoot * burst_fraction);
+
+ // We also don't want to use 3 rounds if there's only 2 left.
+ int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
+ W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
+ }
// Bursting counts up to 0 from a negative.
actor.(weaponentity).misc_bulletcounter = -to_shoot;
ammo_available = GetResource(actor, thiswep.ammo_type);
}
- // 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, ammo_available / WEP_CVAR(machinegun, burst_ammo));
- int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction);
-
- // We also don't want to use 3 rounds if there's only 2 left.
- int to_use = min(WEP_CVAR(machinegun, burst_ammo), ammo_available);
- W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
+ int to_shoot = WEP_CVAR(machinegun, burst);
+ if(!(actor.items & IT_UNLIMITED_AMMO))
+ {
+ // 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, ammo_available / WEP_CVAR(machinegun, burst_ammo));
+ to_shoot = floor(to_shoot * burst_fraction);
+
+ // We also don't want to use 3 rounds if there's only 2 left.
+ int to_use = min(WEP_CVAR(machinegun, burst_ammo), ammo_available);
+ W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
+ }
// Bursting counts up to 0 from a negative.
actor.(weaponentity).misc_bulletcounter = -to_shoot;