if(cvar("g_balance_nex_charge"))
{
- charge = self.nex_charge;
- self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
+ charge = cvar("g_balance_nex_charge_mindmg") / mydmg + (1 - cvar("g_balance_nex_charge_mindmg") / mydmg) * self.nex_charge;
+ self.nex_charge = self.nex_charge * cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
}
else
charge = 1;
- mydmg *= charge;
- myforce *= charge;
+ mydmg = mydmg * charge;
+ myforce = myforce * charge;
W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
{
if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
+
if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))