void W_RocketMinsta_Attack2(void)
{SELFPARAM();
makevectors(self.v_angle);
-
+
entity proj;
float counter = 0;
float total = autocvar_g_rm_laser_count;
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO.m_id;
setorigin(proj, w_shotorg);
-
+
proj.rm_force = autocvar_g_rm_laser_force / total;
proj.rm_damage = autocvar_g_rm_laser_damage / total;
proj.rm_edmg = proj.rm_damage;
-
+
//W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
proj.movetype = MOVETYPE_BOUNCEMISSILE;
void W_RocketMinsta_Attack3 (void)
{SELFPARAM();
makevectors(self.v_angle);
-
+
entity proj;
float counter = 0;
float total = 1;
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO.m_id;
setorigin(proj, w_shotorg);
-
+
proj.rm_force = autocvar_g_rm_laser_force / total;
proj.rm_damage = autocvar_g_rm_laser_damage / total;
proj.rm_edmg = proj.rm_damage;
-
+
//W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
proj.movetype = MOVETYPE_BOUNCEMISSILE;
}
else
self.held_down = false;
-
+
return true;
}
case WR_INIT: