sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
yoda = 0;
- damage_goodhits = 0;
+ impressive_hits = 0;
FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, true, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, thiswep.m_id);
// do this now, as goodhits is disabled below
vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
- SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
+ SendCSQCVaporizerBeamParticle(actor, impressive_hits);
if(yoda && flying)
Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- if(damage_goodhits && actor.vaporizer_lasthit)
+ if(impressive_hits && actor.vaporizer_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.vaporizer_lasthit = damage_goodhits;
+ actor.vaporizer_lasthit = impressive_hits;
if(autocvar_g_rm)
if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
actor.(weaponentity).held_down = true;
actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire;
actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
- damage_goodhits = 0;
+ impressive_hits = 0;
W_RocketMinsta_Attack2(actor, weaponentity);
}
else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).held_down)
{
actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
- damage_goodhits = 0;
+ impressive_hits = 0;
W_RocketMinsta_Attack3(actor, weaponentity);
//weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
}