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authorPaweł Redman <pawel.redman@gmail.com>2015-04-09 21:39:07 +0200
committerPaweł Redman <pawel.redman@gmail.com>2015-04-09 21:40:50 +0200
commit5883844753e4430a1e437d846868acc007794145 (patch)
treef403f80c3938b0cc8ad3a7d168580e475e44833b /src
parent57ee720912a9074c5d1b2b9323d9f243d17a1973 (diff)
Let Dragoons chomp while pouncing. Remove knockback from human weapons where it's unnecessary.
Diffstat (limited to 'src')
-rw-r--r--src/game/bg_pmove.c6
-rw-r--r--src/game/g_combat.c4
-rw-r--r--src/game/tremulous.h18
3 files changed, 13 insertions, 15 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index bdddfc3..63b67fa 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -3085,12 +3085,6 @@ static void PM_Weapon( void )
// don't allow attack until all buttons are up
if( pm->ps->pm_flags & PMF_RESPAWNED )
return;
-
- // no bite during pounce (except for level5)
- if( ( pm->ps->weapon == WP_ALEVEL3 || pm->ps->weapon == WP_ALEVEL3_UPG )
- && ( pm->cmd.buttons & BUTTON_ATTACK )
- && ( pm->ps->pm_flags & PMF_CHARGE ) )
- return;
// pump weapon delays (repeat times etc)
if( pm->ps->weaponTime > 0 )
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index b0d435b..270459d 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -1253,8 +1253,12 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
if( inflictor->s.weapon != WP_NONE )
{
+ Com_Printf( "^2DEBUG: weapon knockback: %d * %f = ",
+ knockback, BG_Weapon( inflictor->s.weapon )->knockbackScale );
knockback = (int)( (float)knockback *
BG_Weapon( inflictor->s.weapon )->knockbackScale );
+ Com_Printf( "%d\n", knockback );
+
}
if( targ->client )
diff --git a/src/game/tremulous.h b/src/game/tremulous.h
index bbc977d..7defd1a 100644
--- a/src/game/tremulous.h
+++ b/src/game/tremulous.h
@@ -354,14 +354,14 @@ TREMULOUS EDGE MOD SRC FILE
#define RIFLE_CLIPSIZE 35
#define RIFLE_MAXCLIPS 5
#define RIFLE_REPEAT 90
-#define RIFLE_K_SCALE 1.0f
+#define RIFLE_K_SCALE 0.0f
#define RIFLE_RELOAD 2000
#define RIFLE_PRICE 0
#define RIFLE_SPREAD 200
#define RIFLE_DMG HDM(5) // DPS: 55.55
#define RIFLE_REPEAT2 35
-#define RIFLE_K_SCALE2 1.2f
+#define RIFLE_K_SCALE2 0.0f
#define RIFLE_RELOAD2 4000
#define RIFLE_SPREAD2 2000
#define RIFLE_DMG2 HDM(4)
@@ -369,7 +369,7 @@ TREMULOUS EDGE MOD SRC FILE
#define PAINSAW_PRICE 100
#define PAINSAW_REPEAT 75
-#define PAINSAW_K_SCALE 1.0f
+#define PAINSAW_K_SCALE 0.0f
#define PAINSAW_DAMAGE HDM(11) // DPS: 146.67
#define PAINSAW_RANGE 64.0f
#define PAINSAW_WIDTH 0.0f
@@ -424,7 +424,7 @@ TREMULOUS EDGE MOD SRC FILE
#define SHOTGUN_PELLETS 11 //used to sync server and client side
#define SHOTGUN_MAXCLIPS 3
#define SHOTGUN_REPEAT 1000
-#define SHOTGUN_K_SCALE 1.0f
+#define SHOTGUN_K_SCALE 0.0f
#define SHOTGUN_RELOAD 2000
#define SHOTGUN_SPREAD 700
#define SHOTGUN_DMG HDM(5) // DPS: 55
@@ -433,7 +433,7 @@ TREMULOUS EDGE MOD SRC FILE
#define LASGUN_PRICE 250
#define LASGUN_AMMO 250
#define LASGUN_REPEAT 190
-#define LASGUN_K_SCALE 1.0f
+#define LASGUN_K_SCALE 0.0f
#define LASGUN_RELOAD 2000
#define LASGUN_DAMAGE HDM(9) // DPS: 47.37
@@ -450,7 +450,7 @@ TREMULOUS EDGE MOD SRC FILE
#define MDRIVER_MAXCLIPS 3
#define MDRIVER_DMG HDM(40) // DPS: 40
#define MDRIVER_REPEAT 1000
-#define MDRIVER_K_SCALE 1.0f
+#define MDRIVER_K_SCALE 0.0f
#define MDRIVER_RELOAD 2200
#define MDRIVER2ND_DMG HDM(40)
#define MDRIVER2ND_SPLASH_DMG 10
@@ -463,7 +463,7 @@ TREMULOUS EDGE MOD SRC FILE
#define CHAINGUN_PRICE 400
#define CHAINGUN_BULLETS 300
#define CHAINGUN_REPEAT 80
-#define CHAINGUN_K_SCALE 1.0f
+#define CHAINGUN_K_SCALE 0.0f
#define CHAINGUN_SPREAD 1000
#define CHAINGUN_DMG HDM(6) // DPS: 75
@@ -493,7 +493,7 @@ TREMULOUS EDGE MOD SRC FILE
#define PRIFLE_CLIPS 40
#define PRIFLE_MAXCLIPS 5
#define PRIFLE_REPEAT 100
-#define PRIFLE_K_SCALE 1.0f
+#define PRIFLE_K_SCALE 0.0f
#define PRIFLE_RELOAD 2000
#define PRIFLE_DMG HDM(9) // DPS: 90
#define PRIFLE_SPEED 1200
@@ -503,7 +503,7 @@ TREMULOUS EDGE MOD SRC FILE
#define LIGHTNING_PRICE 500
#define LIGHTNING_AMMO 300
-#define LIGHTNING_K_SCALE 1
+#define LIGHTNING_K_SCALE 0.0f
#define LIGHTNING_DPS 120
#define LIGHTNING_DIFFICULTY 2
#define LIGHTNING_REPEAT 50 // keep it as low as possible