float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
{
entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, FALSE);
- float hit_friendly;
- float hit_enemy;
+ float hit_friendly = 0;
+ float hit_enemy = 0;
while(head)
{
{
float counter, shots;
entity proj, prevproj, firstproj;
+ vector s;
+ vector forward, right, up;
float maxdmg;
W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
+ forward = v_forward;
+ right = v_right;
+ up = v_up;
shots = autocvar_g_balance_crylink_secondary_shots;
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
setorigin (proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
- W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor), v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
+ if(autocvar_g_balance_crylink_secondary_spreadtype == 1)
+ {
+ s = '0 0 0';
+ if (counter == 0)
+ s = '0 0 0';
+ else
+ {
+ makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
+ s_y = v_forward_x;
+ s_z = v_forward_y;
+ }
+ s = s * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor;
+ s = w_shotdir + right * s_y + up * s_z;
+ }
+ else
+ {
+ s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor);
+ }
+
+ W_SetupProjectileVelocityEx(proj, s, v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
proj.touch = W_Crylink_Touch2;
proj.think = W_Crylink_Fadethink;
if(counter == (shots - 1) / 2)