]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Code comments and cleanups
authorMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Mon, 11 Apr 2011 15:50:30 +0000 (18:50 +0300)
committerMircea Kitsune <sonichedgehog_hyperblast00@yahoo.com>
Mon, 11 Apr 2011 15:50:30 +0000 (18:50 +0300)
qcsrc/server/w_hagar.qc

index 711afe9d05ff903af016ae6ff857f21f77b9c826..c54164299a8f05cbbbeeeb2100efab68483d94b5 100644 (file)
@@ -116,7 +116,6 @@ void W_Hagar_Attack2 (void)
 }
 
 .float hagarload_refire;
-
 void W_Hagar_Attack2_Load (void)
 {
        if not(weapon_action(self.weapon, WR_CHECKAMMO2))
@@ -124,8 +123,6 @@ void W_Hagar_Attack2_Load (void)
                W_SwitchToOtherWeapon(self);
                return;
        }
-       if not(autocvar_g_balance_hagar_secondary)
-               return;
 
        local entity missile, prevmissile, firstmissile;
        local float counter, shots, loaded;
@@ -135,6 +132,7 @@ void W_Hagar_Attack2_Load (void)
 
        loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_maxload;
 
+       // 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);
@@ -143,6 +141,7 @@ void W_Hagar_Attack2_Load (void)
 
        if(self.BUTTON_ATCK2 && !loaded && enough_ammo)
        {
+               // we can attempt to load another rocket
                if(self.hagarload_refire < time)
                {
                        self.hagar_load += 1;
@@ -153,6 +152,8 @@ void W_Hagar_Attack2_Load (void)
        }
        else if(self.hagar_load && (!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && !autocvar_g_balance_hagar_secondary_load_canhold)))
        {
+               // time to release the rockets we've loaded
+
                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);
 
@@ -166,12 +167,12 @@ void W_Hagar_Attack2_Load (void)
                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;
@@ -189,7 +190,6 @@ void W_Hagar_Attack2_Load (void)
                                prevmissile.queuenext = missile;
                                missile.queueprev = prevmissile;
                        }
-
                        prevmissile = missile;
 
                        missile.touch = W_Hagar_Touch;
@@ -200,7 +200,6 @@ void W_Hagar_Attack2_Load (void)
                        missile.projectiledeathtype = WEP_HAGAR;
                        setorigin (missile, w_shotorg);
                        setsize(missile, '0 0 0', '0 0 0');
-
                        missile.movetype = MOVETYPE_FLY;
 
                        s = '0 0 0';
@@ -249,7 +248,7 @@ float w_hagar(float req)
        {
                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))
                        {
@@ -257,7 +256,7 @@ float w_hagar(float req)
                                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)
                {