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authorMichael Levin <risujin@fastmail.fm>2009-10-03 11:17:37 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:14:51 +0000
commita0c96de3cd2b5fd1b57276caafc07e17a54d001a (patch)
tree62bd36fdfa3e4a6fb6878898010d7cf3711f0a3a /models/weapons/mdriver
parent6916f8fb5d3a19bf0bdfb84948b19445954306d9 (diff)
Some more work on the Mass Driver:
* Fixed a bug in SnapVectorTowards which would snap incorrectly if the point was below the world origin. Also added an analogous function to work with normals (SnapVectorNormal). * Added weapon.cfg to source control to set alwaysImpact (to show flash along with blood spurt when hitting a player). * The maximum number of hits allowed moved to tremulous.h, set MDRIVER_MAX_HITS. * Since a the visual effects changed, removed old massDriverFire() function and toggle switch.
Diffstat (limited to 'models/weapons/mdriver')
-rw-r--r--models/weapons/mdriver/weapon.cfg13
1 files changed, 13 insertions, 0 deletions
diff --git a/models/weapons/mdriver/weapon.cfg b/models/weapons/mdriver/weapon.cfg
new file mode 100644
index 00000000..2c74131f
--- /dev/null
+++ b/models/weapons/mdriver/weapon.cfg
@@ -0,0 +1,13 @@
+weaponModel models/weapons/mdriver/mdriver.md3
+icon icons/iconw_driver
+crosshair 24 gfx/2d/crosshair-mdriver_s
+
+primary
+{
+ flashDlightColor 0.0 1.0 0.0
+ flashSound 0 models/weapons/mdriver/flash0.wav
+
+ impactMark 6 gfx/marks/bullet_mrk
+ impactParticleSystem models/weapons/mdriver/impactPS
+ alwaysImpact
+}