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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 /scripts
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 'scripts')
-rw-r--r--scripts/weapons.particle6
1 files changed, 1 insertions, 5 deletions
diff --git a/scripts/weapons.particle b/scripts/weapons.particle
index c0b2ab24..e837c7b0 100644
--- a/scripts/weapons.particle
+++ b/scripts/weapons.particle
@@ -419,11 +419,7 @@ models/weapons/mdriver/impactPS
{
shader sync gfx/mdriver/green_particle
- normalDisplacement 1.0
-
- velocityType normal
-
- radius 0 6.0 12.0
+ radius 0 4.0 6.0
alpha 70 1.0 0.0
rotation 0 ~360 -