o Removed shotgun falloff

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@179 67975925-1194-0748-b3d5-c16f83f1a3a1
This commit is contained in:
puzl 2005-06-10 16:03:41 +00:00
parent 4a65ca88fc
commit 5a696789fb
3 changed files with 2 additions and 18 deletions

Binary file not shown.

Binary file not shown.

View file

@ -1728,25 +1728,9 @@ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecD
{
int theAdjustedDamage = iDamage*theScalar;
if(theAdjustedDamage)
{
if ( isShotgun && !( theEntityHit->pev->iuser3 & AVH_USER3_BREAKABLE) )
{
float distance=fabs((vecSrc - theEntityHit->pev->origin).Length());
if ( distance > BALANCE_FVAR(kShotgunDamageRange) )
{
float fallOffDistance=distance-BALANCE_FVAR(kShotgunDamageRange);
float fallOff=max(0.0, 1.0f-(fallOffDistance/(kSGRange/2)));
theAdjustedDamage*=fallOff;
}
}
if ( theAdjustedDamage ) {
if(theAdjustedDamage) {
theEntityHit->TraceAttack(pevAttacker, theAdjustedDamage, vecDir, &tr, theDamageType | ((theAdjustedDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) );
}
// TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
// DecalGunshot( &tr, iBulletType );
}
}
}
// make bullet trails