charge = cvar("g_balance_nex_charge_mindmg") / mydmg + (1 - cvar("g_balance_nex_charge_mindmg") / mydmg) * self.nex_charge;
self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
// O RLY? -- divVerent
+ // YA RLY -- FruitieX
}
else
charge = 1;
if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
+ if(cvar("g_balance_nex_charge"))
+ {
+ self.weaponentity.weaponentity.glowmod = '1 1 1' * self.nex_charge;
+ self.exteriorweaponentity.glowmod = '1 1 1' * self.nex_charge;
+ if(self.nex_charge > cvar("g_balance_nex_charge_limit"))
+ {
+ self.weaponentity.weaponentity.glowmod_y -= 0.5 * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
+ self.weaponentity.weaponentity.glowmod_z -= 0.5 * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
+ }
+ }
+
if(cvar("g_balance_nex_secondary_charge_pool"))
if(self.nex_charge_pool_ammo < 1)
{