]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Begin updating the cvars
authorSamual <samual@xonotic.org>
Mon, 23 Jul 2012 15:58:22 +0000 (11:58 -0400)
committerSamual <samual@xonotic.org>
Mon, 23 Jul 2012 15:58:22 +0000 (11:58 -0400)
qcsrc/server/w_laser.qc

index 909dcfdf370111f28b2cd52ccc2c83be530faa38..f908798360170153e0e5e316cf86e46655f4ab38 100644 (file)
@@ -203,12 +203,12 @@ void W_Laser_Melee_Think(void)
        makevectors(self.realowner.v_angle); // update values for v_* vectors
        
        // calculate swing percentage based on time
-       meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
+       meleetime = autocvar_g_balance_laser_secondary_melee_time * W_WeaponRateFactor();
        swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
-       f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+       f = ((1 - swing) * autocvar_g_balance_laser_secondary_melee_traces);
        
        // check to see if we can still continue, otherwise give up now
-       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_secondary_melee_no_doubleslap)
        {
                remove(self);
                return;
@@ -217,12 +217,12 @@ void W_Laser_Melee_Think(void)
        // if okay, perform the traces needed for this frame 
        for(i=self.swing_prev; i < f; ++i)
        {
-               swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
+               swing_factor = ((1 - (i / autocvar_g_balance_laser_secondary_melee_traces)) * 2 - 1);
                
                targpos = (self.realowner.origin + self.realowner.view_ofs 
-                       + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
-                       + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
-                       + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
+                       + (v_forward * autocvar_g_balance_laser_secondary_melee_range)
+                       + (v_up * swing_factor * autocvar_g_balance_laser_secondary_melee_swing_up)
+                       + (v_right * swing_factor * autocvar_g_balance_laser_secondary_melee_swing_side));
 
                WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
                
@@ -235,28 +235,28 @@ void W_Laser_Melee_Think(void)
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self
                        && (trace_ent.takedamage == DAMAGE_AIM)  
                        && (trace_ent != self.swing_alreadyhit)
-                       && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
+                       && (is_player || autocvar_g_balance_laser_secondary_melee_nonplayerdamage))
                {
                        target_victim = trace_ent; // so it persists through other calls
                        
                        if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
-                               swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+                               swing_damage = (autocvar_g_balance_laser_secondary_damage * min(1, swing_factor + 1));
                        else
-                               swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+                               swing_damage = (autocvar_g_balance_laser_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
                        
                        //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
                        
                        Damage(target_victim, self.realowner, self.realowner, 
-                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
+                               swing_damage, WEP_LASER | HITTYPE_SECONDARY, 
                                self.realowner.origin + self.realowner.view_ofs, 
-                               v_forward * autocvar_g_balance_shotgun_secondary_force);
+                               v_forward * autocvar_g_balance_laser_secondary_force);
                                
-                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
+                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
                                
                        // draw large red flash for debugging
                        //te_customflash(targpos, 200, 2, '15 0 0');
                        
-                       if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       if(autocvar_g_balance_laser_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
                        {
                                self.swing_alreadyhit = target_victim;
                                continue; // move along to next trace
@@ -285,15 +285,15 @@ void W_Laser_Melee_Think(void)
 
 void W_Laser_Melee(void)
 {
-       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
+       sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
 
        entity meleetemp;
        meleetemp = spawn();
        meleetemp.owner = meleetemp.realowner = self;
        meleetemp.think = W_Laser_Melee_Think;
-       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
+       meleetemp.nextthink = time + autocvar_g_balance_laser_secondary_melee_delay * W_WeaponRateFactor();
+       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_melee_range);
 }
 
 void W_Laser_Attack (float issecondary)
@@ -429,7 +429,7 @@ float w_laser(float req)
                                {
                                        if (self.clip_load >= 0) // we are not currently reloading
                                        if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
-                                       if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
+                                       if (weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
                                        {
                                                // attempt forcing playback of the anim by switching to another anim (that we never play) here...
                                                weapon_thinkf(WFRAME_FIRE1, 0, W_Laser_Melee);