added fullauto to grenade, shotgun and rifle

This commit is contained in:
Magnus Auvinen 2008-03-22 11:11:03 +00:00
parent 2d26c93f05
commit 8ba45dfd66

View file

@ -984,11 +984,15 @@ void player::fire_weapon()
vec2 direction = normalize(vec2(latest_input.target_x, latest_input.target_y));
bool fullauto = false;
if(active_weapon == WEAPON_GRENADE || active_weapon == WEAPON_SHOTGUN)
if(active_weapon == WEAPON_GRENADE || active_weapon == WEAPON_SHOTGUN || active_weapon == WEAPON_RIFLE)
fullauto = true;
//if(count_input(latest_previnput.fire, latest_input.fire).presses) || ((fullauto && latest_input.fire&1) && weapons[active_weapon].ammo))
if(!count_input(latest_previnput.fire, latest_input.fire).presses)
// check if we gonna fire
bool will_fire = false;
if(count_input(latest_previnput.fire, latest_input.fire).presses) will_fire = true;
if(fullauto && (latest_input.fire&1) && weapons[active_weapon].ammo) will_fire = true;
if(!will_fire)
return;
// check for ammo