set g_balance_hagar_secondary_load_spread 0.075
set g_balance_hagar_secondary_load_spread_bias 0.5
set g_balance_hagar_secondary_load_max 4
-set g_balance_hagar_secondary_load_hold 1
+set g_balance_hagar_secondary_load_hold 2.5
set g_balance_hagar_secondary_load_releasedeath 0
set g_balance_hagar_secondary_load_abort 1
set g_balance_hagar_secondary_damage 40
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
self.weaponentity.state = WS_INUSE;
self.hagar_load += 1;
- sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
- self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
+ if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
+ else
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
}
}
else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
if(self.hagar_load)
{
- if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
+ if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
{
self.weaponentity.state = WS_READY;
W_Hagar_Attack2_Load_Release();