WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
break;
}
-
+
W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
}
{
// handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
-
+
// decrease ammo for the laser?
if(autocvar_g_balance_minstanex_laser_ammo)
W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
float w;
w = self.weapon;
self.weapon = WEP_LASER;
- W_Laser_Shockwave();
+ W_Laser_Attack(2);
self.weapon = w;
-
+
// now do normal refire
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
}
precache_sound ("weapons/nexwhoosh2.wav");
precache_sound ("weapons/nexwhoosh3.wav");
//precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- W_Laser(WR_PRECACHE);
+ w_laser(WR_PRECACHE);
}
else if (req == WR_SETUP)
{
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM);
}
else if(req == WR_PRECACHE)
{