+.float hagarload_refire;
+void W_Hagar_Attack2_Load (void)
+{
+ if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+ {
+ W_SwitchToOtherWeapon(self);
+ return;
+ }
+
+ local entity missile, prevmissile, firstmissile;
+ local float counter, shots, loaded;
+ local float used_ammo, enough_ammo;
+ local vector s;
+ vector forward, right, up;
+
+ loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
+
+ // check if we have enough ammo for another rocket
+ used_ammo = autocvar_g_balance_hagar_secondary_ammo;
+ if(autocvar_g_balance_hagar_reload_ammo)
+ enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
+ else
+ enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
+
+ if(self.BUTTON_ATCK2 && !loaded && enough_ammo)
+ {
+ // we can attempt to load another rocket
+ if(self.hagarload_refire < time)
+ {
+ self.hagar_load += 1;
+ sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
+
+ self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
+ }
+ }
+ else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !autocvar_g_balance_hagar_secondary_load_hold)))
+ if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
+ {
+ // time to release the rockets we've loaded
+
+ W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
+
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
+ pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ forward = v_forward;
+ right = v_right;
+ up = v_up;
+
+ shots = self.hagar_load;
+ missile = world;
+ while (counter < shots)
+ {
+ missile = spawn ();
+ missile.owner = missile.realowner = self;
+ missile.classname = "missile";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+
+ if(shots == 1) {
+ missile.queuenext = missile;
+ missile.queueprev = missile;
+ }
+ else if(counter == 0) { // first projectile, store in firstmissile for now
+ firstmissile = missile;
+ }
+ else if(counter == shots - 1) { // last projectile, link up with first projectile
+ prevmissile.queuenext = missile;
+ firstmissile.queueprev = missile;
+ missile.queuenext = firstmissile;
+ missile.queueprev = prevmissile;
+ }
+ else { // else link up with previous projectile
+ prevmissile.queuenext = missile;
+ missile.queueprev = prevmissile;
+ }
+ prevmissile = missile;
+
+ missile.touch = W_Hagar_Touch; // not bouncy
+ missile.use = W_Hagar_Explode2;
+ missile.think = adaptor_think2use_hittype_splash;
+ missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
+ PROJECTILE_MAKETRIGGER(missile);
+ missile.projectiledeathtype = WEP_HAGAR;
+ setorigin (missile, w_shotorg);
+ setsize(missile, '0 0 0', '0 0 0');
+ missile.movetype = MOVETYPE_FLY;
+
+ s = '0 0 0';
+ if (counter == 0)
+ s = '0 0 0';
+ else
+ {
+ makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
+ s_y = v_forward_x;
+ s_z = v_forward_y;
+ }
+ s = s * cvar("g_balance_hagar_secondary_spread") * g_weaponspreadfactor;
+ W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_hagar_secondary_speed"), 0, 0, 0, FALSE);
+
+ missile.angles = vectoangles (missile.velocity);
+ missile.flags = FL_PROJECTILE;
+
+ CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+
+ counter = counter + 1;
+ }
+
+ weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_hagar_secondary_refire, w_ready);
+ self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
+ self.hagar_load = 0;
+ }
+}
+