void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
entity missile;
- float spread;
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
- spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
- spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
- if(IS_DUCKED(actor))
- spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
+ float spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
+ spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
+ if(IS_DUCKED(actor))
+ spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
- missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
+ missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
settouch(missile, W_HLAC_Touch);
setthink(missile, SUB_Remove);
- missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
+ missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
{
entity missile;
- float spread;
+ float spread = WEP_CVAR_SEC(hlac, spread);
- spread = WEP_CVAR_SEC(hlac, spread);
-
-
- if(IS_DUCKED(actor))
- spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
+ if(IS_DUCKED(actor))
+ spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
- missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
+ missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
settouch(missile, W_HLAC_Touch);
setthink(missile, SUB_Remove);
- missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
+ missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
W_HLAC_Attack(thiswep, actor, weaponentity);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
}
else
{
void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
{
- float i;
-
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
- for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
- W_HLAC_Attack2(thiswep, actor, weaponentity);
+ for(float i = WEP_CVAR_SEC(hlac, shots); i > 0; --i)
+ W_HLAC_Attack2(thiswep, actor, weaponentity);
if(!autocvar_g_norecoil)
{