From c55df473887ef88be78d69e117e60e5734d16b1a Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Fri, 11 Feb 2011 18:45:30 +0200 Subject: [PATCH] Use the new ammo function for laser and hook too (tested) --- qcsrc/server/w_hook.qc | 6 +++--- qcsrc/server/w_laser.qc | 20 ++------------------ 2 files changed, 5 insertions(+), 21 deletions(-) diff --git a/qcsrc/server/w_hook.qc b/qcsrc/server/w_hook.qc index 8c4cfc897..4ce665dc7 100644 --- a/qcsrc/server/w_hook.qc +++ b/qcsrc/server/w_hook.qc @@ -69,7 +69,7 @@ void W_Hook_Attack2() 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 (); @@ -133,7 +133,7 @@ float w_hook(float req) 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); } @@ -176,7 +176,7 @@ float w_hook(float req) { 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 } diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index 749b0523d..ad29d442a 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -232,15 +232,7 @@ float w_laser(float req) { 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); @@ -250,15 +242,7 @@ float w_laser(float req) { 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)) { -- 2.39.2