spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
//sounds bad
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
//sounds bad
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
proj.health = cvar("g_balance_electro_secondary_health");
proj.event_damage = W_Plasma_Damage;
proj.flags = FL_PROJECTILE;
proj.health = cvar("g_balance_electro_secondary_health");
proj.event_damage = W_Plasma_Damage;
proj.flags = FL_PROJECTILE;
#endif
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
#endif
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
.vector hook_start, hook_end;
float lgbeam_send(entity to, float sf)
.vector hook_start, hook_end;
float lgbeam_send(entity to, float sf)
- dt = min(frametime, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
- self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
+ {
+ dt = min(dt, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
+ self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
+ }
}
W_SetupShot_Range(self.owner, TRUE, 0, "", cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
}
W_SetupShot_Range(self.owner, TRUE, 0, "", cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));