void W_Hagar_Attack (void)
{
- local entity missile;
+ entity missile;
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_primary_ammo, autocvar_g_balance_hagar_reload_ammo);
void W_Hagar_Attack2 (void)
{
- local entity missile;
+ entity missile;
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
{
// time to release the rockets we've loaded
- local entity missile;
- local float counter, shots, spread_pershot;
- local vector s;
+ entity missile;
+ float counter, shots, spread_pershot;
+ vector s;
vector forward, right, up;
if(!self.hagar_load)
{
// loadable hagar secondary attack, must always run each frame
- local float loaded, enough_ammo;
+ float loaded, enough_ammo;
loaded = self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max;
// this is different than WR_CHECKAMMO when it comes to reloading
}
else if (req == WR_THINK)
{
- local float loadable_secondary;
+ float loadable_secondary;
loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
if (loadable_secondary)