]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Revert "Remove legacy Quake bbox expansion: projectiles"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index 73cb2b8b97afbe57ed97dc22255f5118b8a86eba..a8c12efccd2002dad48197ffccd8be1b6be6a3c0 100644 (file)
@@ -221,7 +221,7 @@ void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponen
                // 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';
@@ -233,7 +233,7 @@ void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponen
                        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);
 
@@ -387,9 +387,9 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
 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))
 {
@@ -481,8 +481,7 @@ METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
 
 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)
     {