forked from Mirrors/openclonk
38 lines
1.0 KiB
C
38 lines
1.0 KiB
C
/* Apply upgrades to ranged weapons */
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#appendto Bow
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#appendto Musket
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#appendto GrenadeLauncher
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#appendto Javelin
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public func Initialize(...)
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{
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var r = _inherited(...);
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this.gidl_base_animation_set = this.animation_set;
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Gidl_UpdateLoadTimes();
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return r;
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}
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public func Entrance(...)
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{
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Gidl_UpdateLoadTimes();
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return _inherited(...);
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}
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private func Gidl_UpdateLoadTimes()
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{
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if (!Contained()) return false;
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var base = g_homebases[Contained()->GetOwner()];
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if (base)
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{
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var base_set = this.gidl_base_animation_set, new_set;
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this.animation_set = new_set = new base_set {};
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if (GetType(base_set.LoadTime)) new_set.LoadTime = Max(1, base_set.LoadTime * base.tech_load_speed_multiplier / 100);
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if (GetType(base_set.LoadTime2)) new_set.LoadTime2 = Max(1, base_set.LoadTime2 * base.tech_load_speed_multiplier / 100); // Bow: add arrow
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if (GetType(base_set.ShootTime)) new_set.ShootTime = Max(1, base_set.ShootTime * base.tech_load_speed_multiplier / 100);
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}
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return true;
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}
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public func Gidl_IsRangedWeapon() { return true; }
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