#include "hagar.qh"
#ifdef SVQC
-spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
// NO bounce protection, as bounces are limited!
weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
- W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ shots = actor.(weaponentity).hagar_load;
+ W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots);
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
forward = v_forward;
right = v_right;
up = v_up;
- shots = actor.(weaponentity).hagar_load;
missile = NULL;
for(counter = 0; counter < shots; ++counter)
{
else if(autocvar_g_balance_hagar_reload_ammo)
enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
else
- enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+ enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
bool stopped = loaded || !enough_ammo;
}
METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
return ammo_amount;
}
METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
return ammo_amount;
}