&& ((inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY))
&& autocvar_g_balance_hagar_secondary_load_linkexplode);
- print("is_linkexplode: ", ftos(is_linkexplode), ". \n");
-
if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
return; // g_projectiles_damage says to halt
self.health = self.health - damage;
self.angles = vectoangles(self.velocity);
- print(strcat("hagar rocket health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
-
if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, self.think);
}
// this is different than WR_CHECKAMMO when it comes to reloading
if(autocvar_g_balance_hagar_reload_ammo)
- enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
+ enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
else
enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
- ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
- ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
+ ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
return ammo_amount;
}
else if (req == WR_RESETPLAYER)