From: Mircea Kitsune Date: Mon, 9 Jan 2012 19:46:09 +0000 (+0200) Subject: Rename cl_damageeffect_limit to cl_damageeffect_bones, which is more appropriate now X-Git-Tag: xonotic-v0.6.0~110^2^2~35 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=e6c391454ad1fbd728b10a7ba6ce1751e93bc4ed;p=xonotic%2Fxonotic-data.pk3dir.git Rename cl_damageeffect_limit to cl_damageeffect_bones, which is more appropriate now --- diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 69dbea106..8eba52b71 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -323,7 +323,7 @@ set g_teleport_maxspeed 0 "maximum speed that a player can keep when going throu set cl_damageeffect 1 "enable weapon damage effects. 1 enables the effect on skeletal models, 2 on all objects" set cl_damageeffect_ticrate 0.1 "particles spawn rate" -set cl_damageeffect_limit 5 "how many damages to allow on a player at once (objects are limited to one)" +set cl_damageeffect_bones 5 "how many damages to allow on a rigged mesh at once (non-skeletal objects are limited to one)" set cl_damageeffect_distribute 1 "divide particle intensity if multiple damages are present on a player" set cl_damageeffect_lifetime 0.1 "how much a damage effect lasts, multiplied by damage amount" set cl_damageeffect_lifetime_min 3 "minimum lifetime a damage effect may have" diff --git a/qcsrc/client/autocvars.qh b/qcsrc/client/autocvars.qh index fd5e8f588..fae6dd8db 100644 --- a/qcsrc/client/autocvars.qh +++ b/qcsrc/client/autocvars.qh @@ -375,7 +375,7 @@ float autocvar_cl_lerpexcess; string autocvar__togglezoom; float autocvar_cl_damageeffect; float autocvar_cl_damageeffect_ticrate; -float autocvar_cl_damageeffect_limit; +float autocvar_cl_damageeffect_bones; float autocvar_cl_damageeffect_distribute; float autocvar_cl_damageeffect_lifetime; float autocvar_cl_damageeffect_lifetime_min; diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index e3254d7f4..8faa255a3 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -310,7 +310,7 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum) // return if we reached our damage effect limit or damages are disabled if(skeletal) { - if(autocvar_cl_damageeffect < 1 || self.total_damages >= autocvar_cl_damageeffect_limit) + if(autocvar_cl_damageeffect < 1 || self.total_damages >= autocvar_cl_damageeffect_bones) return; // allow multiple damages on skeletal models } else