From 025a0d586ba1cd93caf964c032a6e9dd512dc74e Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Sun, 29 Apr 2012 20:20:40 +0200 Subject: [PATCH] remove g_projectile_newton_style 3 and 4 due to lack of usefulness ;) --- balance25.cfg | 2 -- balanceFruitieX.cfg | 2 -- balanceXPM.cfg | 2 -- balanceXonotic.cfg | 2 -- qcsrc/server/cl_weaponsystem.qc | 15 +-------------- 5 files changed, 1 insertion(+), 22 deletions(-) diff --git a/balance25.cfg b/balance25.cfg index 9783f5e8b..bea9ad263 100644 --- a/balance25.cfg +++ b/balance25.cfg @@ -167,8 +167,6 @@ set g_projectiles_newton_style 2 // 0: absolute velocity projectiles (like Quake) // 1: relative velocity projectiles, "Newtonian" (like Tribes 2) // 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) -// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) -// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) set g_projectiles_newton_style_2_minfactor 0.7 set g_projectiles_newton_style_2_maxfactor 5 set g_projectiles_spread_style 0 diff --git a/balanceFruitieX.cfg b/balanceFruitieX.cfg index 54e232dc4..16286fe0f 100644 --- a/balanceFruitieX.cfg +++ b/balanceFruitieX.cfg @@ -167,8 +167,6 @@ set g_projectiles_newton_style 2 // 0: absolute velocity projectiles (like Quake) // 1: relative velocity projectiles, "Newtonian" (like Tribes 2) // 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) -// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) -// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) set g_projectiles_newton_style_2_minfactor 0.7 set g_projectiles_newton_style_2_maxfactor 5 set g_projectiles_spread_style 7 diff --git a/balanceXPM.cfg b/balanceXPM.cfg index ea933d272..d3478a969 100644 --- a/balanceXPM.cfg +++ b/balanceXPM.cfg @@ -167,8 +167,6 @@ set g_projectiles_newton_style 0 // 0: absolute velocity projectiles (like Quake) // 1: relative velocity projectiles, "Newtonian" (like Tribes 2) // 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) -// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) -// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) set g_projectiles_newton_style_2_minfactor 0.8 set g_projectiles_newton_style_2_maxfactor 1.5 set g_projectiles_spread_style 7 diff --git a/balanceXonotic.cfg b/balanceXonotic.cfg index 2f1d16d82..b7dbd3db8 100644 --- a/balanceXonotic.cfg +++ b/balanceXonotic.cfg @@ -167,8 +167,6 @@ set g_projectiles_newton_style 2 // 0: absolute velocity projectiles (like Quake) // 1: relative velocity projectiles, "Newtonian" (like Tribes 2) // 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) -// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) -// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) set g_projectiles_newton_style_2_minfactor 0.8 set g_projectiles_newton_style_2_maxfactor 1.5 set g_projectiles_spread_style 7 diff --git a/qcsrc/server/cl_weaponsystem.qc b/qcsrc/server/cl_weaponsystem.qc index 824266db0..12b369390 100644 --- a/qcsrc/server/cl_weaponsystem.qc +++ b/qcsrc/server/cl_weaponsystem.qc @@ -1127,21 +1127,8 @@ vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float f outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor); outvelocity = mdirection * outspeed; } - else if(nstyle == 3) - { - // pseudo-Newtonian: - outspeed = mspeed + mdirection * pvelocity; - outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0); - outvelocity = mdirection * outspeed; - } - else if(nstyle == 4) - { - // tZorkian: - outspeed = mspeed + vlen(pvelocity); - outvelocity = mdirection * outspeed; - } else - error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!"); + error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian) or 2 (Newtonian + aimfix)!"); return outvelocity; } -- 2.39.2