mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
}
- if(ball.enemy)
- {
- ball.think = W_Nexball_Think;
- ball.nextthink = time;
- DropBall(ball, w_shotorg, trigger_push_calculatevelocity(ball.origin, ball.enemy, 32));
- }
- else
- DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, FALSE));
+ DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, FALSE));
//TODO: use the speed_up cvar too ??
void W_Nexball_Attack2(void)
{
+ if(ball.enemy)
+ {
+ ball.think = W_Nexball_Think;
+ ball.nextthink = time;
+ DropBall(ball, w_shotorg, trigger_push_calculatevelocity(ball.origin, ball.enemy, 32));
+ return;
+ }
+
entity missile;
if(!(balls & BALL_BASKET))
return;