From c781484ffb77f36ca21601adf9f3b725488eaa97 Mon Sep 17 00:00:00 2001 From: Samual Date: Mon, 23 Jul 2012 11:58:22 -0400 Subject: [PATCH] Begin updating the cvars --- qcsrc/server/w_laser.qc | 38 +++++++++++++++++++------------------- 1 file changed, 19 insertions(+), 19 deletions(-) diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index 909dcfdf3..f90879836 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -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); -- 2.39.2