#ifdef SVQC
// NO bounce protection, as bounces are limited!
-.entity queuenext;
-.entity queueprev;
-
void W_Hagar_Explode (void)
{
self.event_damage = SUB_Null;
return;
}
- local entity missile, prevmissile, firstmissile;
+ local entity missile;
local float counter, shots, loaded;
local float used_ammo, enough_ammo;
local vector s;
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; // not bouncy
missile.use = W_Hagar_Explode2;
missile.think = adaptor_think2use_hittype_splash;