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-rw-r--r--src/bullets.c13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/bullets.c b/src/bullets.c
index f7f033d..403b1b6 100644
--- a/src/bullets.c
+++ b/src/bullets.c
@@ -20,12 +20,6 @@ void shoot(platform_window* window, u32 id, float dirx, float diry) {
int bullets_to_shoot = g.bullets_per_shot;
if (bullets_to_shoot > p->ammo_in_mag) bullets_to_shoot = p->ammo_in_mag;
p->ammo_in_mag -= bullets_to_shoot;
- if (p->ammo_in_mag == 0) {
- add_audio_event_to_queue(EVENT_RELOAD, p->id, (vec3f){.x = p->playerx, .y = p->playery, .z = p->height});
- p->interact_state = INTERACT_RELOADING;
- p->sec_since_interact_state_change = 0;
- return;
- }
add_audio_event_to_queue(EVENT_SHOOT, p->id, (vec3f){.x = p->playerx, .y = p->playery, .z = p->height});
@@ -50,6 +44,13 @@ void shoot(platform_window* window, u32 id, float dirx, float diry) {
break;
}
}
+
+ if (p->ammo_in_mag == 0) {
+ add_audio_event_to_queue(EVENT_RELOAD, p->id, (vec3f){.x = p->playerx, .y = p->playery, .z = p->height});
+ p->interact_state = INTERACT_RELOADING;
+ p->sec_since_interact_state_change = 0;
+ return;
+ }
}
bool check_if_bullet_collided_with_section(float* dist_of_closest_intersect, vec2f bstart, vec2f bend, vec2f l1, vec2f l2, vec2f* intersect_point_buf) {