protected void use_weapons(Game_Unit battler_1, Game_Unit battler_2) { // Weapon Use for (int i = 0; i < Weapon_1_Uses; i++) { battler_1.weapon_use(); } for (int i = 0; i < Weapon_2_Uses; i++) { battler_2.weapon_use(); } if (battler_1.using_siege_engine) { // Put siege engine in reload state if (Constants.Gameplay.SIEGE_RELOADING) { Global.game_map.get_siege(battler_1.loc).fire(); } } else if (battler_1.is_weapon_broke()) { battler_1.actor.discard_weapon(); } if (battler_2 != null) { if (battler_2.using_siege_engine) { // Put siege engine in reload state if (Constants.Gameplay.SIEGE_RELOADING) { Global.game_map.get_siege(battler_2.loc).fire(); } } else if (battler_2.is_weapon_broke()) { battler_2.actor.discard_weapon(); } } fix_unusable_items(battler_1, battler_2); }