if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
{
- if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
+ if(autocvar_cl_particles_oldvortexbeam)
WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
else
WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
}
yoda = 0;
- damage_goodhits = 0;
+ impressive_hits = 0;
FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, false, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
if(yoda && flying)
Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- if(damage_goodhits && actor.vortex_lasthit)
+ if(impressive_hits && actor.vortex_lasthit)
{
Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
- damage_goodhits = 0; // only every second time
+ impressive_hits = 0; // only every second time
}
- actor.vortex_lasthit = damage_goodhits;
+ actor.vortex_lasthit = impressive_hits;
//beam done on client
vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
{
if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
- actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt / W_TICSPERFRAME);
+ actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt);
}
METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(!WEP_CVAR(vortex, charge_always))
- W_Vortex_Charge(actor, weaponentity, frametime);
+ W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME);
if(WEP_CVAR_SEC(vortex, chargepool))
if(actor.(weaponentity).vortex_chargepool_ammo < 1)