other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
-.float temp_limit;
+.float hagarload_refire, hagarload_loaded;
void W_Hagar_Attack2_Load (void)
{
- if not(self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
+ if not(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_hagar_secondary_load_maxload;
- missile = world;
- while (counter < shots)
+ if(self.BUTTON_ATCK2 && !self.hagarload_loaded)
{
+ if(self.hagarload_refire < time)
+ {
+ self.hagar_load += 1;
+ if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload)
+ self.hagarload_loaded = TRUE;
- 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;
+ self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
}
+ }
+ else if(self.hagar_load)
+ {
+ 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);
- prevmissile = missile;
+ forward = v_forward;
+ right = v_right;
+ up = v_up;
- 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_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
- PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_HAGAR;
- setorigin (missile, w_shotorg);
- setsize(missile, '0 0 0', '0 0 0');
+ shots = self.hagar_load;
+ missile = world;
+ while (counter < shots)
+ {
- missile.movetype = MOVETYPE_FLY;
+ 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_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
+ 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);
+ 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;
- missile.angles = vectoangles (missile.velocity);
- missile.flags = FL_PROJECTILE;
+ CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
- CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ counter = counter + 1;
+ }
- counter = counter + 1;
+ self.hagar_load = 0;
+ self.hagarload_loaded = FALSE;
}
}