SERVER: Re-balance most weapon stats and limb multipliers

This commit is contained in:
Steam Deck User 2023-03-09 13:07:53 -05:00
parent 2940a828e3
commit fa0a85fce0

View file

@ -307,7 +307,6 @@ float(float wep, float type) getWeaponMultiplier =
switch (wep) switch (wep)
{ {
case W_COLT: case W_COLT:
case W_BIATCH:
switch (type) switch (type)
{ {
case HEAD_X: return 3; case HEAD_X: return 3;
@ -317,7 +316,6 @@ float(float wep, float type) getWeaponMultiplier =
} }
break; break;
case W_KAR: case W_KAR:
case W_ARMAGEDDON:
switch (type) switch (type)
{ {
case HEAD_X: return 3.5; case HEAD_X: return 3.5;
@ -326,8 +324,16 @@ float(float wep, float type) getWeaponMultiplier =
case LIMBS_X: return 0.7; case LIMBS_X: return 0.7;
} }
break; break;
case W_ARMAGEDDON:
switch (type)
{
case HEAD_X: return 10;
case UPPER_TORSO_X: return 6;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1;
}
break;
case W_THOMPSON: case W_THOMPSON:
case W_GIBS:
switch (type) switch (type)
{ {
case HEAD_X: return 4; case HEAD_X: return 4;
@ -336,12 +342,29 @@ float(float wep, float type) getWeaponMultiplier =
case LIMBS_X: return 1; case LIMBS_X: return 1;
} }
break; break;
case W_GIBS:
switch (type)
{
case HEAD_X: return 5;
case UPPER_TORSO_X: return 1;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1;
}
break;
case W_357: case W_357:
switch (type)
{
case HEAD_X: return 1.5;
case UPPER_TORSO_X: return 1.1;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1;
}
break;
case W_KILLU: case W_KILLU:
switch (type) switch (type)
{ {
case HEAD_X: return 1.4; case HEAD_X: return 3;
case UPPER_TORSO_X: return 1; case UPPER_TORSO_X: return 1.5;
case LOWER_TORSO_X: return 1; case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1; case LIMBS_X: return 1;
} }
@ -356,9 +379,6 @@ float(float wep, float type) getWeaponMultiplier =
case LIMBS_X: return 1.5; case LIMBS_X: return 1.5;
} }
break; break;
case W_BK:
return 1;
break;
case W_BROWNING: case W_BROWNING:
case W_ACCELERATOR: case W_ACCELERATOR:
switch (type) switch (type)
@ -369,34 +389,32 @@ float(float wep, float type) getWeaponMultiplier =
case LIMBS_X: return 1; case LIMBS_X: return 1;
} }
break; break;
case W_DB:
case W_BORE:
switch (type)
{
case HEAD_X: return 1;
case UPPER_TORSO_X: return 1;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1;
}
break;
case W_FG: case W_FG:
case W_IMPELLER: case W_IMPELLER:
switch (type) switch (type)
{ {
case HEAD_X: return 2.7; case HEAD_X: return 2.7;
case UPPER_TORSO_X: return 1; case UPPER_TORSO_X: return 2;
case LOWER_TORSO_X: return 1; case LOWER_TORSO_X: return 1.5;
case LIMBS_X: return 1.5; case LIMBS_X: return 1.5;
} }
break; break;
case W_GEWEHR: case W_GEWEHR:
case W_COMPRESSOR:
switch (type) switch (type)
{ {
case HEAD_X: return 2.7; case HEAD_X: return 2.7;
case UPPER_TORSO_X: return 1.25; case UPPER_TORSO_X: return 1.25;
case LOWER_TORSO_X: return 1; case LOWER_TORSO_X: return 1;
case LIMBS_X: return 0.8; case LIMBS_X: return 1;
}
break;
case W_COMPRESSOR:
switch (type)
{
case HEAD_X: return 6;
case UPPER_TORSO_X: return 2;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1;
} }
break; break;
case W_KAR_SCOPE: case W_KAR_SCOPE:
@ -410,17 +428,24 @@ float(float wep, float type) getWeaponMultiplier =
} }
break; break;
case W_M1: case W_M1:
switch (type)
{
case HEAD_X: return 2.7;
case UPPER_TORSO_X: return 1.25;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 0.7;
}
break;
case W_M1000: case W_M1000:
switch (type) switch (type)
{ {
case HEAD_X: return 2.7; case HEAD_X: return 6;
case UPPER_TORSO_X: return 1.25; case UPPER_TORSO_X: return 2;
case LOWER_TORSO_X: return 1; case LOWER_TORSO_X: return 1;
case LIMBS_X: return 0.7; case LIMBS_X: return 1;
} }
break; break;
case W_M1A1: case W_M1A1:
case W_WIDDER:
switch (type) switch (type)
{ {
case HEAD_X: return 2.7; case HEAD_X: return 2.7;
@ -429,12 +454,16 @@ float(float wep, float type) getWeaponMultiplier =
case LIMBS_X: return 0.7; case LIMBS_X: return 0.7;
} }
break; break;
case W_M2: case W_WIDDER:
case W_FIW: switch (type)
return 3; {
case HEAD_X: return 6;
case UPPER_TORSO_X: return 2;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1;
}
break; break;
case W_MP40: case W_MP40:
case W_AFTERBURNER:
switch (type) switch (type)
{ {
case HEAD_X: return 4; case HEAD_X: return 4;
@ -443,6 +472,15 @@ float(float wep, float type) getWeaponMultiplier =
case LIMBS_X: return 1; case LIMBS_X: return 1;
} }
break; break;
case W_AFTERBURNER:
switch (type)
{
case HEAD_X: return 5;
case UPPER_TORSO_X: return 1;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1;
}
break;
case W_MP5K: case W_MP5K:
switch (type) switch (type)
{ {
@ -471,76 +509,72 @@ float(float wep, float type) getWeaponMultiplier =
case LIMBS_X: return 1; case LIMBS_X: return 1;
} }
break; break;
case W_PANZER:
case W_LONGINUS:
return 3;
break;
case W_PPSH: case W_PPSH:
case W_REAPER: case W_REAPER:
switch (type) switch (type)
{ {
case HEAD_X: return 3; case HEAD_X: return 4;
case UPPER_TORSO_X: return 1; case UPPER_TORSO_X: return 1;
case LOWER_TORSO_X: return 1; case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1; case LIMBS_X: return 1;
} }
break; break;
case W_PTRS: case W_PTRS:
case W_PENETRATOR:
switch (type) switch (type)
{ {
case HEAD_X: return 4; case HEAD_X: return 3;
case UPPER_TORSO_X: return 1; case UPPER_TORSO_X: return 2.25;
case LOWER_TORSO_X: return 1; case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1; case LIMBS_X: return 1;
} }
break; break;
case W_RAY: case W_PENETRATOR:
case W_PORTER:
return 3;
break;
case W_SAWNOFF:
case W_SNUFF:
switch (type) switch (type)
{ {
case HEAD_X: return 1; case HEAD_X: return 3;
case UPPER_TORSO_X: return 1; case UPPER_TORSO_X: return 3;
case LOWER_TORSO_X: return 1; case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1; case LIMBS_X: return 1;
} }
break; break;
case W_STG: case W_STG:
switch (type)
{
case HEAD_X: return 4;
case UPPER_TORSO_X: return 1;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 0.8;
}
break;
case W_SPATZ: case W_SPATZ:
switch (type) switch (type)
{ {
case HEAD_X: return 2.7; case HEAD_X: return 5;
case UPPER_TORSO_X: return 1; case UPPER_TORSO_X: return 1;
case LOWER_TORSO_X: return 1; case LOWER_TORSO_X: return 1;
case LIMBS_X: return 0.5; case LIMBS_X: return 0.8;
} }
break; break;
case W_TRENCH: case W_TYPE:
case W_GUT:
switch (type) switch (type)
{ {
case HEAD_X: return 1; case HEAD_X: return 4;
case UPPER_TORSO_X: return 1; case UPPER_TORSO_X: return 1;
case LOWER_TORSO_X: return 1; case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1; case LIMBS_X: return 1;
} }
break; break;
case W_TYPE:
case W_SAMURAI: case W_SAMURAI:
switch (type) switch (type)
{ {
case HEAD_X: return 4; case HEAD_X: return 5.5;
case UPPER_TORSO_X: return 1; case UPPER_TORSO_X: return 1;
case LOWER_TORSO_X: return 1; case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1; case LIMBS_X: return 1;
} }
break; break;
} }
return 0; return 1;
} }
float(float wep) getWeaponMag = float(float wep) getWeaponMag =
@ -573,6 +607,8 @@ float(float wep) getWeaponMag =
return 125; return 125;
case W_DB: case W_DB:
case W_BORE: case W_BORE:
case W_SAWNOFF:
case W_SNUFF:
return 2; return 2;
case W_FG: case W_FG:
return 32; return 32;
@ -626,9 +662,6 @@ float(float wep) getWeaponMag =
return 20; return 20;
case W_PORTER: case W_PORTER:
return 40; return 40;
case W_SAWNOFF:
case W_SNUFF:
return 2;
case W_STG: case W_STG:
return 30; return 30;
case W_SPATZ: case W_SPATZ:
@ -678,7 +711,7 @@ float(float wep) getWeaponAmmo =
case W_ACCELERATOR: case W_ACCELERATOR:
return 750; return 750;
case W_DB: case W_DB:
return 60; case W_SAWNOFF:
case W_BORE: case W_BORE:
return 60; return 60;
case W_FG: case W_FG:
@ -732,8 +765,6 @@ float(float wep) getWeaponAmmo =
return 160; return 160;
case W_PORTER: case W_PORTER:
return 200; return 200;
case W_SAWNOFF:
return 60;
case W_SNUFF: case W_SNUFF:
return 60; return 60;
case W_STG: case W_STG:
@ -775,21 +806,20 @@ float(float wep) getWeaponDamage =
case W_GIBS: case W_GIBS:
return 200; return 200;
case W_357: case W_357:
case W_KILLU:
return 1000; return 1000;
case W_KILLU:
return 1400;
case W_BAR: case W_BAR:
return 100; return 100;
case W_WIDOW: case W_WIDOW:
return 200; return 200;
case W_BROWNING: case W_BROWNING:
return 130;
case W_ACCELERATOR: case W_ACCELERATOR:
return 130; return 130;
case W_DB: case W_DB:
return 160; case W_SAWNOFF:
return 200;
case W_BORE: case W_BORE:
return 320; return 380;
case W_FG: case W_FG:
return 100; return 100;
case W_IMPELLER: case W_IMPELLER:
@ -819,7 +849,6 @@ float(float wep) getWeaponDamage =
case W_KOLLIDER: case W_KOLLIDER:
return 140; return 140;
case W_MG: case W_MG:
return 130;
case W_BARRACUDA: case W_BARRACUDA:
return 130; return 130;
case W_PANZER: case W_PANZER:
@ -831,15 +860,12 @@ float(float wep) getWeaponDamage =
case W_REAPER: case W_REAPER:
return 150; return 150;
case W_PTRS: case W_PTRS:
return 1000;
case W_PENETRATOR: case W_PENETRATOR:
return 1000; return 1000;
case W_RAY: case W_RAY:
return 1000; return 1000;
case W_PORTER: case W_PORTER:
return 1000; return 1000;
case W_SAWNOFF:
return 240;
case W_SNUFF: case W_SNUFF:
return 240; return 240;
case W_STG: case W_STG:
@ -847,7 +873,7 @@ float(float wep) getWeaponDamage =
case W_SPATZ: case W_SPATZ:
return 150; return 150;
case W_TRENCH: case W_TRENCH:
return 120; return 160;
case W_GUT: case W_GUT:
return 240; return 240;
case W_TYPE: case W_TYPE:
@ -918,6 +944,8 @@ float(float wep, float penetration_times) getWeaponPenetration =
return 1; return 1;
case W_DB: case W_DB:
case W_BORE: case W_BORE:
case W_SAWNOFF:
case W_SNUFF:
if (penetration_times >= 1) if (penetration_times >= 1)
return 0; return 0;
return 0.5; return 0.5;
@ -974,11 +1002,6 @@ float(float wep, float penetration_times) getWeaponPenetration =
if (penetration_times >= 5) if (penetration_times >= 5)
return 0; return 0;
return 1; return 1;
case W_SAWNOFF:
case W_SNUFF:
if (penetration_times >= 1)
return 0;
return 0.4;
case W_STG: case W_STG:
case W_SPATZ: case W_SPATZ:
if (penetration_times >= 2) if (penetration_times >= 2)
@ -1011,13 +1034,13 @@ float(float wep, float delaytype) getWeaponDelay =
return 0.100; return 0.100;
case W_BIATCH: case W_BIATCH:
if (delaytype == RELOAD) if (delaytype == RELOAD)
return 1.9; return 1.8;
else if (delaytype == FIRE) else if (delaytype == FIRE)
return 0.225; return 0.225;
case W_ARMAGEDDON: case W_ARMAGEDDON:
case W_KAR: case W_KAR:
if (delaytype == RELOAD) if (delaytype == RELOAD)
return 1.8; return 2.5;
else if (delaytype == FIRE) else if (delaytype == FIRE)
return 0.3; return 0.3;
case W_THOMPSON: case W_THOMPSON:
@ -1042,9 +1065,9 @@ float(float wep, float delaytype) getWeaponDelay =
return 0.17; return 0.17;
case W_WIDOW: case W_WIDOW:
if (delaytype == RELOAD) if (delaytype == RELOAD)
return 3.5; return 2.75;
else if (delaytype == FIRE) else if (delaytype == FIRE)
return 0.12; return 0.11;
case W_BROWNING: case W_BROWNING:
if (delaytype == RELOAD_EMP) if (delaytype == RELOAD_EMP)
return 2; return 2;
@ -1075,12 +1098,12 @@ float(float wep, float delaytype) getWeaponDelay =
return 0.5; return 0.5;
case W_FG: case W_FG:
if (delaytype == RELOAD) if (delaytype == RELOAD)
return 3.0; return 2.75;
else if (delaytype == FIRE) else if (delaytype == FIRE)
return 0.075; return 0.075;
case W_IMPELLER: case W_IMPELLER:
if (delaytype == RELOAD) if (delaytype == RELOAD)
return 3.0; return 2.75;
else if (delaytype == FIRE) else if (delaytype == FIRE)
return 0.068; return 0.068;
case W_GEWEHR: case W_GEWEHR:
@ -1137,14 +1160,14 @@ float(float wep, float delaytype) getWeaponDelay =
return 0.085; return 0.085;
case W_MG: case W_MG:
if (delaytype == RELOAD) if (delaytype == RELOAD)
return 4; return 4.5;
else if (delaytype == FIRE) else if (delaytype == FIRE)
return 0.065; return 0.065;
case W_BARRACUDA: case W_BARRACUDA:
if (delaytype == RELOAD) if (delaytype == RELOAD)
return 4; return 4.5;
else if (delaytype == FIRE) else if (delaytype == FIRE)
return 0.05; return 0.045;
case W_PANZER: case W_PANZER:
case W_LONGINUS: case W_LONGINUS:
if (delaytype == RELOAD) if (delaytype == RELOAD)
@ -1185,7 +1208,7 @@ float(float wep, float delaytype) getWeaponDelay =
return 0.283; return 0.283;
case W_STG: case W_STG:
if (delaytype == RELOAD) if (delaytype == RELOAD)
return 2.5; return 2.15;
else if (delaytype == FIRE) else if (delaytype == FIRE)
return 0.110; return 0.110;
case W_SPATZ: case W_SPATZ:
@ -1196,7 +1219,7 @@ float(float wep, float delaytype) getWeaponDelay =
case W_TRENCH: case W_TRENCH:
case W_GUT: case W_GUT:
if (delaytype == RELOAD) if (delaytype == RELOAD)
return 2.2; return 0.6;
else if (delaytype == FIRE) else if (delaytype == FIRE)
return 0.283; return 0.283;
case W_TYPE: case W_TYPE: