Half-Life: Fix WEAPON_TRIPMINE ammo check, which falsely checks for a_ammo1

on the client-side instead of a_ammo2.
This commit is contained in:
Marco Cawthorne 2019-09-17 03:04:02 +02:00
parent 0e74b8f536
commit e2fc274b70

View file

@ -175,7 +175,7 @@ void w_tripmine_primary(void)
}
#ifdef CSQC
if (pl.a_ammo1 <= 0) {
if (pl.a_ammo2 <= 0) {
return;
}
#else
@ -188,7 +188,7 @@ void w_tripmine_primary(void)
Weapons_MakeVectors();
traceline(src, src + v_forward * 64, FALSE, pl);
if (trace_fraction == 1.0) {
if (trace_fraction >= 1.0) {
return;
}
@ -196,17 +196,18 @@ void w_tripmine_primary(void)
pl.a_ammo2--;
Weapons_ViewAnimation(TRIPMINE_FIRE2);
#else
pl.ammo_tripmine--;
entity mine = spawn();
setmodel(mine, "models/v_tripmine.mdl");
setorigin(mine, trace_endpos);
mine.angles = vectoangles( trace_plane_normal );
setorigin(mine, trace_endpos - (v_forward * 8));
mine.think = w_tripmine_ready;
mine.nextthink = time + 4.0f;
mine.SendEntity = w_tripmine_sendentity;
mine.SendFlags = 1;
setorigin(mine, trace_endpos - (v_forward * 8));
sound(mine, CHAN_WEAPON, "weapons/mine_charge.wav", 1, ATTN_NORM);
pl.ammo_tripmine--;
sound(self, CHAN_WEAPON, "weapons/mine_deploy.wav", 1, ATTN_NORM);
#endif