// per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
- spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
+ spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * autocvar_g_weaponspreadfactor);
// pattern spread calculation
s = '0 0 0';
s.y = v_forward.x;
s.z = v_forward.y;
}
- s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
+ s = s * WEP_CVAR_SEC(hagar, load_spread) * autocvar_g_weaponspreadfactor;
W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(random()>0.15)
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false, true);
else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false, true);
}
METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
{