weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
actor.(weaponentity).hagar_load = 0;
-
- if(weaponslot(weaponentity) == 0)
- actor.hagar_load = 0;
}
void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
actor.(weaponentity).state = WS_READY;
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo
actor.(weaponentity).hagar_load = 0;
- if(weaponslot(weaponentity) == 0)
- actor.hagar_load = 0;
sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
// pause until we can load rockets again, once we re-press the alt fire button
{
float loadable_secondary;
loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
- if(weaponslot(weaponentity) == 0)
- actor.hagar_load = actor.(weaponentity).hagar_load;
if(loadable_secondary)
W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
}
METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
{
- actor.hagar_load = 0;
actor.(weaponentity).hagar_loadblock = false;
if(actor.(weaponentity).hagar_load)
{
}
METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
{
- actor.hagar_load = 0;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];