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2 changes: 2 additions & 0 deletions src/rwe/LoadingScene_util.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -158,6 +158,8 @@ namespace rwe
weaponDefinition.burstInterval = SimScalar(tdf.burstRate);
weaponDefinition.sprayAngle = SimAngle(tdf.sprayAngle);

weaponDefinition.energyPerShot = Energy(tdf.energyPerShot);

if (tdf.tracks)
{
weaponDefinition.physicsType = ProjectilePhysicsTypeTracking{SimScalar(tdf.turnRate)};
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2 changes: 2 additions & 0 deletions src/rwe/sim/UnitBehaviorService.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -546,6 +546,8 @@ namespace rwe

sim->events.push_back(FireWeaponEvent{weapon->weaponType, fireInfo->burstsFired, firingPoint});

sim->addResourceDelta(id, -weaponDefinition.energyPerShot, Metal(0));

// If we just started the burst, set the reload timer
if (fireInfo->burstsFired == 0)
{
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3 changes: 3 additions & 0 deletions src/rwe/sim/WeaponDefinition.h
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
#pragma once

#include <optional>
#include <rwe/sim/Energy.h>
#include <rwe/sim/GameTime.h>
#include <rwe/sim/ProjectilePhysicsType.h>
#include <rwe/sim/SimAngle.h>
Expand Down Expand Up @@ -48,5 +49,7 @@ namespace rwe

/** If true, projectile does not explode when hitting the ground but instead continues travelling. */
bool groundBounce;

Energy energyPerShot;
};
}