#ifdef SVQC
// NO bounce protection, as bounces are limited!
+.entity queuenext;
+.entity queueprev;
+
void W_Hagar_Explode (void)
{
self.event_damage = SUB_Null;
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
+.float temp_limit;
+
+void W_Hagar_Attack2_Load (void)
+{
+ if not(self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
+ return;
+ if(self.temp_limit > time)
+ return;
+ self.temp_limit = time + 0.5;
+
+ local entity missile, prevmissile, firstmissile;
+ local float counter, shots;
+ local vector s;
+ vector forward, right, up;
+
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
+ pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ forward = v_forward;
+ right = v_right;
+ up = v_up;
+
+ shots = autocvar_g_balance_crylink_primary_shots;
+ missile = world;
+ while (counter < shots)
+ {
+
+ missile = spawn ();
+ missile.owner = missile.realowner = self;
+ missile.classname = "missile";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+ if(shots == 1) {
+ missile.queuenext = missile;
+ missile.queueprev = missile;
+ }
+ else if(counter == 0) { // first projectile, store in firstmissile for now
+ firstmissile = missile;
+ }
+ else if(counter == shots - 1) { // last projectile, link up with first projectile
+ prevmissile.queuenext = missile;
+ firstmissile.queueprev = missile;
+ missile.queuenext = firstmissile;
+ missile.queueprev = prevmissile;
+ }
+ else { // else link up with previous projectile
+ prevmissile.queuenext = missile;
+ missile.queueprev = prevmissile;
+ }
+
+ prevmissile = missile;
+
+ missile.touch = W_Hagar_Touch;
+ missile.use = W_Hagar_Explode;
+ missile.think = adaptor_think2use_hittype_splash;
+ //missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime;
+ PROJECTILE_MAKETRIGGER(missile);
+ missile.projectiledeathtype = WEP_HAGAR;
+ setorigin (missile, w_shotorg);
+ setsize(missile, '0 0 0', '0 0 0');
+
+ missile.movetype = MOVETYPE_FLY;
+
+ s = '0 0 0';
+ if (counter == 0)
+ s = '0 0 0';
+ else
+ {
+ makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
+ s_y = v_forward_x;
+ s_z = v_forward_y;
+ }
+ s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
+ W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
+
+ missile.angles = vectoangles (missile.velocity);
+ missile.flags = FL_PROJECTILE;
+
+ CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+
+ counter = counter + 1;
+ }
+}
+
void spawnfunc_weapon_hagar (void)
{
weapon_defaultspawnfunc(WEP_HAGAR);
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
}
}
+ else if(autocvar_g_balance_hagar_secondary_load)
+ W_Hagar_Attack2_Load();
else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
{
if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))