2002.07.17 ~05 Charged railgun Q2WF sniper rifle was a charge weapon, in that the weapon "charges up" while the fire button is held, then releases its load upon release. The damage delivered is proportional to the time spent "charging up". I'm trying to find a clean way to integrate a means to allow such a charge time to influence the effects of a weapon and its projectiles. Thus far, there doesn't seem to be any particularly clean way. Large parts of the infrastructure may need to be replaced to accomodate charging in a clean manner. The current problem is that, for both ballistic and hitscan projectiles, the projectile has, within a single function, two distinct stages, an initialization of properties, then an actual instantiation of the projectile based on those properites. I initially attempted to squeeze a "modify properties here" bit of code between the two stages, but I can't see a way of accessing the appropriate re-modding code cleanly. Ideas are currently to use a global (tres ugly), modifying all relevant firing code to take a callback parameter (some overhaul), split the initialization and instantiation into two distinct functions that have a guaranteed sequence such that remodding code can just "pop up" normally in between (lots of work, especially ensuring sequence). Ponderances.