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authorenneract <trem.redman@gmail.com>2014-12-16 19:36:18 +0100
committerenneract <trem.redman@gmail.com>2014-12-16 19:36:18 +0100
commit3afe13c2a292e0940a05634b322300ccd1238541 (patch)
tree20d7bf596af96eabe55f709b7f6576671d46f962 /src/game/g_main.c
parent7c02e34b08a4e44a7f7935bf6b1bee45c3a8df6c (diff)
Make Lightning Gun's damage depend on precision.
Lightning Gun's damage now depends on where a target was hit. Firing directly at a target's center will yield the full damage output, while firing at a point far from the center will cause a lot less damage. Both players and buildings are affected.
Diffstat (limited to 'src/game/g_main.c')
-rw-r--r--src/game/g_main.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/game/g_main.c b/src/game/g_main.c
index 57b4af4..5b6b025 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -206,6 +206,9 @@ 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 ];
@@ -376,7 +379,10 @@ 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_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 }
};
static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[ 0 ] );
void G_InitGame( int levelTime, int randomSeed, int restart );