// calculate swing percentage based on time
meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
- swing = bound(0, (self.cnt + meleetime - time) / meleetime, 1);
+ swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
// check to see if we can still continue, otherwise give up now
- if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap))
+ if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
{
remove(self);
return;
WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
// draw lightning beams for debugging
- // te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
- // te_customflash(targpos, 40, 2, '1 1 1');
+ te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ te_customflash(targpos, 40, 2, '1 1 1');
is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
// draw large red flash for debugging
- // te_customflash(targpos, 200, 2, '15 0 0');
+ te_customflash(targpos, 200, 2, '15 0 0');
if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
{
}
}
- // set up next frame
- self.swing_prev = i;
- self.nextthink = time;
+ if(time >= self.cnt + meleetime)
+ {
+ // melee is finished
+ remove(self);
+ return;
+ }
+ else
+ {
+ // set up next frame
+ self.swing_prev = i;
+ self.nextthink = time;
+ }
}
void W_Shotgun_Attack2 (void)