float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
- f = ExponentialFalloff(cvar("g_balance_nex_velocitydependent_minspeed"), cvar("g_balance_nex_velocitydependent_maxspeed"), cvar("g_balance_nex_velocitydependent_halflife"), vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y));
+ f = ExponentialFalloff(cvar("g_balance_nex_velocitydependent_minspeed"), cvar("g_balance_nex_velocitydependent_maxspeed"), cvar("g_balance_nex_velocitydependent_halflife"), self.nexspeed);
// TODO: make it more obvious (through effects, indicator on weapon) that damage increases when speed increases
mydmg *= f;
myforce *= f;
+ //print("^1Damage: ^7", ftos(mydmg), "\n");
W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
}
if (self.BUTTON_ATCK2)
{
- if(cvar("g_balance_nex_secondary"))
+ if(cvar("g_balance_nex_secondary_charge"))
+ {
+ if(self.ammo_cells)
+ {
+ self.nexspeed = min(cvar("g_balance_nex_velocitydependent_maxspeed"), self.nexspeed + cvar("g_balance_nex_secondary_charge_rate") * frametime / W_TICSPERFRAME);
+ self.ammo_cells = max(0, self.ammo_cells - cvar("g_balance_nex_secondary_charge_ammo") * frametime / W_TICSPERFRAME);
+ }
+ }
+ else if(cvar("g_balance_nex_secondary"))
{
if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
{