\r
set g_healthsize 100 "Players who are low on health shrink and become smaller, value specifies health at which the player has default size"\r
set g_healthsize_movementfactor 0.5 "Amount by which player size affects jumping and running"\r
+set g_healthsize_weaponscalefactor 0.5 "Amount by which player size resizes the view weapon model"\r
+set g_healthsize_weaponscalefactor_viewmodel_pos 5 "Amount by which the view model is moved vertically based on player size"\r
set g_healthsize_min 25 "Player size may not drop below this amount of health"\r
set g_healthsize_max 200 "Player size may not grow past this amount of health"\r
\r
\r
}\r
\r
+ // if we are a micro or macro, size the weapon model accordingly\r
+ if(self.owner.scale && cvar("g_healthsize_weaponscalefactor"))\r
+ {\r
+ self.weaponentity.scale = (1 + cvar("g_healthsize_weaponscalefactor")) - cvar("g_healthsize_weaponscalefactor") * self.owner.scale;\r
+ self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weaponscalefactor_viewmodel_pos");\r
+ dprint(strcat(ftos(self.weaponentity.origin_z), "\n"));\r
+ }\r
+\r
// create or update the lasertarget entity\r
};\r
\r