this.viewmodel_angles = this.angles;
}
anim_update(this);
- if (!this.animstate_override)
+ if (!this.animstate_override && !this.animstate_looping)
anim_set(this, this.anim_idle, true, false, false);
}
float f = 0; // 0..1; 0: fully active
if(!gen)
ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
}
- if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
+ if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost))
{
eventchase_running = true;
entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
if(!local_player)
- local_player = self; // fall back!
+ local_player = this; // fall back!
// make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
if(view_offset)
{
- WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
+ WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
if(trace_fraction == 1) { current_view_origin += view_offset; }
else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
}
makevectors(view_angles);
vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
- WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
+ WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
// If the boxtrace fails, revert back to line tracing.
if(!local_player.viewloc)
if(trace_startsolid)
{
eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
- WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
+ WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
}
else { setproperty(VF_ORIGIN, trace_endpos); }
this.angles = vectoangles(this.velocity);
if(this.health <= 0)
- WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think));
+ WITHSELF(this, W_PrepareExplosionByDamage(attacker, this.think));
}
void W_Hagar_Touch()
}
}
+void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock)
+ {
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ if(!thiswep.wr_checkammo1(thiswep))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ W_Hagar_Attack(thiswep);
+
+ int slot = weaponslot(weaponentity);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor();
+ int theframe = WFRAME_FIRE1;
+ entity this = actor.(weaponentity);
+ if(this)
+ {
+ if(this.wframe == WFRAME_FIRE1)
+ theframe = WFRAME_DONTCHANGE;
+ }
+ weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
+}
+
METHOD(Hagar, wr_aim, void(entity thiswep))
{
SELFPARAM();
W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
- } else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hagar, refire)))
- {
- W_Hagar_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
- }
}
+ else if((fire & 1) && !actor.hagar_load && !actor.hagar_loadblock) // not while secondary is loaded or awaiting reset
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ W_Hagar_Attack_Auto(thiswep, actor, weaponentity, fire);
+ }
else if((fire & 2) && !loadable_secondary && WEP_CVAR(hagar, secondary))
{
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))