}
.float hagar_loadstep, hagar_loadblock;
+void W_Hagar_Attack2_Load_Release (void)
+{
+ // time to release the rockets we've loaded
+
+ local entity missile;
+ local float counter, shots;
+ local vector s;
+ vector forward, right, up;
+
+ if(!self.hagar_load)
+ return;
+
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
+
+ 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 = self.hagar_load;
+ 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;
+
+ missile.touch = W_Hagar_Touch; // not bouncy
+ missile.use = W_Hagar_Explode2;
+ 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 * cvar("g_balance_hagar_secondary_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;
+ }
+
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
+ self.hagar_load = 0;
+}
+
void W_Hagar_Attack2_Load (void)
{
// loadable hagar secondary attack, must always run each frame
return;
}
- local entity missile;
- local float counter, shots, loaded;
+ local float loaded;
local float used_ammo, enough_ammo;
- local vector s;
- vector forward, right, up;
loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
if(self.hagar_load)
if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
- {
- // time to release the rockets we've loaded
-
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
-
- 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 = self.hagar_load;
- 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;
-
- missile.touch = W_Hagar_Touch; // not bouncy
- missile.use = W_Hagar_Explode2;
- 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 * cvar("g_balance_hagar_secondary_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;
- }
-
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
- self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
- self.hagar_load = 0;
- }
+ W_Hagar_Attack2_Load_Release();
}
void spawnfunc_weapon_hagar (void)