\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_exteriorweapon_scalefactor 1 "Amount by which player size resizes the exterior weapon model"\r
+set g_healthsize_weapon_scalefactor 0.5 "Amount by which player size resizes the view weapon model"\r
+set g_healthsize_weapon_scalefactor_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
// create or update the lasertarget entity\r
\r
// if we are a micro or macro, size the weapon model accordingly\r
- if(self.owner.scale && cvar("g_healthsize_weaponscalefactor"))\r
+ if(self.owner.scale && cvar("g_healthsize_weapon_scalefactor"))\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
+ self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale;\r
+ self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos");\r
}\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
+ if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor"))\r
{\r
self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first\r
- self.scale = (1 - cvar("g_healthsize_weaponscalefactor")) + cvar("g_healthsize_weaponscalefactor") * self.scale;\r
+ self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale;\r
}\r
\r
self.colormap = self.owner.colormap;\r