From e9291aa6707a98cbd0ca0642d69983f7e730519f Mon Sep 17 00:00:00 2001 From: Samual Lenks Date: Thu, 20 Feb 2014 01:23:11 -0500 Subject: [PATCH] Working on fixing a bug with ammo.. currently broken --- qcsrc/common/weapons/w_arc.qc | 21 +++++++++++++++------ 1 file changed, 15 insertions(+), 6 deletions(-) diff --git a/qcsrc/common/weapons/w_arc.qc b/qcsrc/common/weapons/w_arc.qc index a5521462f..99468f745 100644 --- a/qcsrc/common/weapons/w_arc.qc +++ b/qcsrc/common/weapons/w_arc.qc @@ -456,7 +456,15 @@ float W_Arc(float req) } case WR_THINK: { - if(self.BUTTON_ATCK || self.arc_beam.beam_bursting) + #if 0 + if(self.arc_beam.beam_heat > threshold) + { + stop the beam somehow + play overheat animation + } + #endif + + if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting) { if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this! /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y) @@ -464,10 +472,10 @@ float W_Arc(float req) else*/ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready); - if(weapon_prepareattack(0, 0)) + if(weapon_prepareattack(self.BUTTON_ATCK2, 0)) { if((!self.arc_beam) || wasfreed(self.arc_beam)) - W_Arc_Beam(FALSE); + W_Arc_Beam(self.BUTTON_ATCK2); if(!self.BUTTON_ATCK_prev) { @@ -519,12 +527,13 @@ float W_Arc(float req) } case WR_CHECKAMMO1: { - return !WEP_CVAR(arc, beam_ammo) || (self.WEP_AMMO(ARC) > 0); + //return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0)); + return FALSE; } case WR_CHECKAMMO2: { - //return self.WEP_AMMO(ARC) >= WEP_CVAR_SEC(arc, ammo); - return TRUE; + //return ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0)); + return FALSE; } case WR_CONFIG: { -- 2.39.2