From a5f8ea8d8e0b144115be45b2c97176b15a236b8d Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Mon, 9 Jan 2012 22:45:53 +0200 Subject: [PATCH] Tweak some descriptions and code comments. Now damage effects are 100% ready... and 20% cooler ;) --- defaultXonotic.cfg | 8 ++++---- qcsrc/client/damage.qc | 8 ++++---- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 8eba52b71..ae24a8eca 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -321,11 +321,11 @@ set g_telefrags_teamplay 1 "never telefrag team mates" set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen" set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed" -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 1 "enable weapon damage effects. 1 enables the feature on skeletal models, 2 on all objects" +set cl_damageeffect_ticrate 0.1 "particle spawn rate" 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_distribute 1 "divide particle intensity if multiple damages are present" +set cl_damageeffect_lifetime 0.1 "how much a damage effect lasts, based on damage amount" set cl_damageeffect_lifetime_min 3 "minimum lifetime a damage effect may have" set cl_damageeffect_lifetime_max 6 "maximum lifetime a damage effect may have" diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index 8faa255a3..076522e17 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -241,7 +241,7 @@ void DamageInfo_Precache() .float total_damages; void DamageEffect_Think() { - // if particle distribution is enabled, decrease ticrate by total number of damages + // if particle distribution is enabled, slow ticrate by total number of damages if(autocvar_cl_damageeffect_distribute) self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages; else @@ -257,7 +257,7 @@ void DamageEffect_Think() if(self.state && !self.owner.csqcmodel_isdead) { // if the player was dead but is now alive, it means he respawned - // if so, clear his damage effects, or damages from his dead body will be copied over + // if so, clear his damage effects, or damages from his dead body will be copied back self.owner.total_damages -= 1; remove(self); return; @@ -302,7 +302,7 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum) if(!closest || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, closest))) { closest = tagnum; - skeletal = TRUE; + skeletal = TRUE; // a bone was found, so this model is rigged } } gettaginfo(self, closest); // set gettaginfo_name @@ -341,7 +341,7 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum) e = spawn(); setmodel(e, "models/null.md3"); // necessary to attach and read origin setattachment(e, self, gettaginfo_name); // attach to the given bone - e.classname = "damageeffect"; + e.classname = "damage"; e.owner = self; e.cnt = time + life; e.team = particleeffectnum(effectnum); -- 2.39.2