other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
-.float hagarload_refire, hagarload_loaded;
-
+.float hagarload_refire;
void W_Hagar_Attack2_Load (void)
{
- if not(autocvar_g_balance_hagar_secondary)
+ if not(weapon_action(self.weapon, WR_CHECKAMMO2))
+ {
+ W_SwitchToOtherWeapon(self);
return;
+ }
local entity missile, prevmissile, firstmissile;
- local float counter, shots;
+ local float counter, shots, loaded;
+ local float used_ammo, enough_ammo;
local vector s;
vector forward, right, up;
- if(self.BUTTON_ATCK2 && !self.hagarload_loaded)
+ loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
+
+ // check if we have enough ammo for another rocket
+ used_ammo = autocvar_g_balance_hagar_secondary_ammo;
+ if(autocvar_g_balance_hagar_reload_ammo)
+ enough_ammo = self.weapon_load[WEP_HAGAR] >= used_ammo + (used_ammo * self.hagar_load);
+ else
+ enough_ammo = self.ammo_rockets >= used_ammo + (used_ammo * self.hagar_load);
+
+ if(self.BUTTON_ATCK2 && !loaded && enough_ammo)
{
+ // we can attempt to load another rocket
if(self.hagarload_refire < time)
{
self.hagar_load += 1;
- sound(self, CHAN_WEAPON, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
-
- if(self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload)
- self.hagarload_loaded = TRUE;
+ sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
}
}
- else if(self.hagar_load)
+ else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !autocvar_g_balance_hagar_secondary_load_hold)))
+ if(weapon_prepareattack(0, autocvar_g_balance_hagar_secondary_refire))
{
- W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
- pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ // time to release the rockets we've loaded
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load, autocvar_g_balance_hagar_reload_ammo);
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, autocvar_g_balance_hagar_secondary_damage);
+ pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
forward = v_forward;
right = v_right;
up = v_up;
missile = world;
while (counter < shots)
{
-
missile = spawn ();
missile.owner = missile.realowner = self;
missile.classname = "missile";
missile.bot_dodge = TRUE;
missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+
if(shots == 1) {
missile.queuenext = missile;
missile.queueprev = missile;
prevmissile.queuenext = missile;
missile.queueprev = prevmissile;
}
-
prevmissile = missile;
- missile.touch = W_Hagar_Touch;
- missile.use = W_Hagar_Explode;
+ missile.touch = W_Hagar_Touch; // not bouncy
+ missile.use = W_Hagar_Explode2;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR;
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
-
missile.movetype = MOVETYPE_FLY;
s = '0 0 0';
s_y = v_forward_x;
s_z = v_forward_y;
}
- s = s * autocvar_g_balance_hagar_secondary_load_spread * g_weaponspreadfactor;
+ 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);
missile.angles = vectoangles (missile.velocity);
counter = counter + 1;
}
+ weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_hagar_secondary_refire, w_ready);
+ self.hagarload_refire = time + autocvar_g_balance_hagar_secondary_refire;
self.hagar_load = 0;
- self.hagarload_loaded = FALSE;
}
}
{
if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_secondary_ammo)) // forced reload
weapon_action(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading secondary fire
+ else if (self.BUTTON_ATCK && !self.hagar_load) // not while loading the secondary fire
{
if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
{
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
}
}
- else if(autocvar_g_balance_hagar_secondary_load)
+ else if(autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary)
W_Hagar_Attack2_Load(); // must run each frame
else if (self.BUTTON_ATCK2 && autocvar_g_balance_hagar_secondary)
{
self.current_ammo = ammo_rockets;
self.hagar_load = 0;
- self.hagarload_loaded = FALSE;
}
else if (req == WR_CHECKAMMO1)
{