diff options
author | enneract <trem.redman@gmail.com> | 2014-12-20 20:07:54 +0100 |
---|---|---|
committer | enneract <trem.redman@gmail.com> | 2014-12-20 20:07:54 +0100 |
commit | 74be23bb4d9e5fe441ce25008281e4cfc387185e (patch) | |
tree | 5af9e0f2016f9cf81948224108934ea1ae4abbfe /src/game/g_main.c | |
parent | f5c4bc00cf6307c14a6037a1f0a68259e4fe2ac8 (diff) |
Add logging of weapon settings at game init.
Also adds a few missing weapons and hardcodes Lightning Gun's settings.
Diffstat (limited to 'src/game/g_main.c')
-rw-r--r-- | src/game/g_main.c | 9 |
1 files changed, 2 insertions, 7 deletions
diff --git a/src/game/g_main.c b/src/game/g_main.c index f31e7ec..28dfb33 100644 --- a/src/game/g_main.c +++ b/src/game/g_main.c @@ -206,9 +206,6 @@ vmCvar_t g_DretchBuildingDamage; vmCvar_t g_OwnTeamBPFactor; vmCvar_t g_EnemyTeamBPFactor; -vmCvar_t g_lightningDamage; -vmCvar_t g_lightningDifficulty; - // copy cvars that can be set in worldspawn so they can be restored later static char cv_gravity[ MAX_CVAR_VALUE_STRING ]; static char cv_humanMaxStage[ MAX_CVAR_VALUE_STRING ]; @@ -379,10 +376,7 @@ static cvarTable_t gameCvarTable[ ] = { &g_DretchTurretDamage, "g_DretchTurretDamage", "1", CVAR_ARCHIVE, 0, qfalse }, { &g_DretchBuildingDamage, "g_DretchBuildingDamage", "0.5", CVAR_ARCHIVE, 0, qfalse }, { &g_OwnTeamBPFactor, "g_OwnTeamBPFactor", "1.0", CVAR_ARCHIVE, 0, qfalse }, - { &g_EnemyTeamBPFactor, "g_EnemyTeamBPFactor", "0.0", CVAR_ARCHIVE, 0, qfalse }, - - { &g_lightningDamage, "g_lightningDamage", "140", 0, 0, qfalse }, - { &g_lightningDifficulty, "g_lightningDifficulty", "1", 0, 0, qfalse } + { &g_EnemyTeamBPFactor, "g_EnemyTeamBPFactor", "0.0", CVAR_ARCHIVE, 0, qfalse } }; static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[ 0 ] ); void G_InitGame( int levelTime, int randomSeed, int restart ); @@ -749,6 +743,7 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) level.weakSuddenDeathBeginTime = g_weakSuddenDeathTime.integer * 60000; level.nextArmageddonKillTime = (g_suddenDeathTime.integer+g_armageddonInitialTimeStep.integer) * 60000; level.nextCommandTime = g_TimerPeriod.integer; + G_LogCombatSettings( ); G_Printf( "-----------------------------------\n" ); G_Printf( "EDGE LOADED SUCCESSFULLY\n" ); // So the server counts the spawns without a client attached |