From 1b194b1a6c22ea45328b2bd480efe28186b93a50 Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Sat, 22 Jan 2011 04:16:33 +0200 Subject: [PATCH] Revert that last change, due to not working properly. It's not an urgent feature, and could even be unwanted based on preference. --- qcsrc/server/w_crylink.qc | 14 -------------- qcsrc/server/w_electro.qc | 14 -------------- qcsrc/server/w_fireball.qc | 14 -------------- qcsrc/server/w_grenadelauncher.qc | 14 -------------- qcsrc/server/w_hlac.qc | 14 -------------- qcsrc/server/w_minelayer.qc | 7 ------- qcsrc/server/w_shotgun.qc | 7 ------- qcsrc/server/w_sniperrifle.qc | 7 ------- qcsrc/server/w_uzi.qc | 14 -------------- 9 files changed, 105 deletions(-) diff --git a/qcsrc/server/w_crylink.qc b/qcsrc/server/w_crylink.qc index 4a9ab41d3..604efbe1c 100644 --- a/qcsrc/server/w_crylink.qc +++ b/qcsrc/server/w_crylink.qc @@ -373,13 +373,6 @@ void W_Crylink_Attack (void) vector forward, right, up; float maxdmg; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < autocvar_g_balance_crylink_primary_ammo) - { - W_Crylink_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { @@ -492,13 +485,6 @@ void W_Crylink_Attack2 (void) local entity proj, prevproj, firstproj; float maxdmg; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < autocvar_g_balance_crylink_secondary_ammo) - { - W_Crylink_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { diff --git a/qcsrc/server/w_electro.qc b/qcsrc/server/w_electro.qc index bbcdc06df..c4cd72689 100644 --- a/qcsrc/server/w_electro.qc +++ b/qcsrc/server/w_electro.qc @@ -164,13 +164,6 @@ void W_Electro_Attack() { local entity proj; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_electro_reload_ammo && self.clip_load < autocvar_g_balance_electro_primary_ammo) - { - W_Electro_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { @@ -218,13 +211,6 @@ void W_Electro_Attack2() { local entity proj; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_electro_reload_ammo && self.clip_load < autocvar_g_balance_electro_secondary_ammo) - { - W_Electro_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { diff --git a/qcsrc/server/w_fireball.qc b/qcsrc/server/w_fireball.qc index 4465aae9c..e0f0748f4 100644 --- a/qcsrc/server/w_fireball.qc +++ b/qcsrc/server/w_fireball.qc @@ -252,13 +252,6 @@ void W_Fireball_Attack1_Frame1() void W_Fireball_Attack1_Frame0() { - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < autocvar_g_balance_fireball_primary_ammo) - { - W_Fireball_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { @@ -320,13 +313,6 @@ void W_Fireball_Attack2() vector f_diff; float c; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < autocvar_g_balance_fireball_secondary_ammo) - { - W_Fireball_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { diff --git a/qcsrc/server/w_grenadelauncher.qc b/qcsrc/server/w_grenadelauncher.qc index 23312b914..ddd5eacf4 100644 --- a/qcsrc/server/w_grenadelauncher.qc +++ b/qcsrc/server/w_grenadelauncher.qc @@ -215,13 +215,6 @@ void W_Grenade_Attack (void) { local entity gren; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < autocvar_g_balance_grenadelauncher_primary_ammo) - { - W_GrenadeLauncher_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { @@ -279,13 +272,6 @@ void W_Grenade_Attack2 (void) { local entity gren; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < autocvar_g_balance_grenadelauncher_secondary_ammo) - { - W_GrenadeLauncher_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { diff --git a/qcsrc/server/w_hlac.qc b/qcsrc/server/w_hlac.qc index b07570b95..3a5ff0717 100644 --- a/qcsrc/server/w_hlac.qc +++ b/qcsrc/server/w_hlac.qc @@ -76,13 +76,6 @@ void W_HLAC_Attack (void) local entity missile; float spread; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < autocvar_g_balance_hlac_primary_ammo) - { - W_HLAC_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { @@ -184,13 +177,6 @@ void W_HLAC_Attack2 (void) { float i; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < autocvar_g_balance_hlac_secondary_ammo) - { - W_HLAC_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { diff --git a/qcsrc/server/w_minelayer.qc b/qcsrc/server/w_minelayer.qc index 8efb7566c..d46342ccc 100644 --- a/qcsrc/server/w_minelayer.qc +++ b/qcsrc/server/w_minelayer.qc @@ -268,13 +268,6 @@ void W_Mine_Attack (void) } } - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) - { - W_MineLayer_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index f38076deb..acf65a1f9 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -69,13 +69,6 @@ void W_Shotgun_Attack (void) float bulletconstant; local entity flash; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) - { - W_Shotgun_Reload(); - return; - } - ammoamount = autocvar_g_balance_shotgun_primary_ammo; bullets = autocvar_g_balance_shotgun_primary_bullets; d = autocvar_g_balance_shotgun_primary_damage; diff --git a/qcsrc/server/w_sniperrifle.qc b/qcsrc/server/w_sniperrifle.qc index 454e1db7a..826aa8d8d 100644 --- a/qcsrc/server/w_sniperrifle.qc +++ b/qcsrc/server/w_sniperrifle.qc @@ -63,13 +63,6 @@ void W_SniperRifle_Reload() void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant) { - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load < autocvar_g_balance_sniperrifle_primary_ammo) - { - W_SniperRifle_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { diff --git a/qcsrc/server/w_uzi.qc b/qcsrc/server/w_uzi.qc index 10390188d..a02175884 100644 --- a/qcsrc/server/w_uzi.qc +++ b/qcsrc/server/w_uzi.qc @@ -150,13 +150,6 @@ void uzi_mode1_fire_auto() { float uzi_spread; - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo)) - { - W_UZI_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { @@ -275,13 +268,6 @@ float w_uzi(float req) return FALSE; } - // if there's not enough ammo for this attack (but we still have the weapon), reload - if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < autocvar_g_balance_uzi_burst_ammo) - { - W_UZI_Reload(); - return; - } - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { -- 2.39.2