// time to release the rockets we've loaded
local entity missile;
- local float counter, shots;
+ local float counter, shots, spread_pershot;
local vector s;
vector forward, right, up;
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
missile.movetype = MOVETYPE_FLY;
-
+
+ // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
+ spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
+ spread_pershot = (1 - (spread_pershot * autocvar_g_balance_hagar_secondary_load_spread_bias));
+ spread_pershot = (autocvar_g_balance_hagar_secondary_spread * spread_pershot * g_weaponspreadfactor);
+
+ // pattern spread calculation
s = '0 0 0';
if (counter == 0)
s = '0 0 0';
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);
+ s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
+
+ W_SetupProjectileVelocityEx(missile, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_hagar_secondary_speed, 0, 0, spread_pershot, FALSE);
missile.angles = vectoangles (missile.velocity);
missile.flags = FL_PROJECTILE;
}
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
- self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
self.hagar_load = 0;
}
// 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;
sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
// pause until we can load rockets again, once we re-press the alt fire button
- self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
// require letting go of the alt fire button before we can load again
self.hagar_loadblock = TRUE;
self.hagar_load += 1;
sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
- self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
}
}
else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
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)