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- return to old behavior of assault cannon has 2048 range, rest have
1024 - increase assault cannon damage from 5 to 8 (since it doesn't fire as much as it used to) - reduce light assault damage from 4 to 3 - give light assault the same spread as an assault cannon
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1 changed files with 7 additions and 4 deletions
11
weapons.qc
11
weapons.qc
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@ -1211,14 +1211,17 @@ void(float shotcount, vector dir, vector spread) FireBullets =
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direction += AVG (crandom(), crandom()) * spread_x * v_right;
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direction += AVG (crandom(), crandom()) * spread_y * v_up;
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traceline (src, src + direction * 2048, FALSE, self);
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if (self.current_weapon & WEAP_ASSAULT_CANNON)
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traceline (src, src + direction * 2048, FALSE, self);
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else
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traceline (src, src + direction * 1024, FALSE, self);
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if (trace_fraction == 1.0)
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TraceAttack (0, direction);
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else if (self.current_weapon & WEAP_ASSAULT_CANNON) //WK Sinth's bugfix
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TraceAttack (5, direction); //WK(12) (6) Reversed from 2.5
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TraceAttack (8, direction); //WK(12) (6) Reversed from 2.5
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else if (self.current_weapon & WEAP_LIGHT_ASSAULT)
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TraceAttack (4, direction);
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TraceAttack (3, direction);
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else
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TraceAttack (6, direction); //WK 4
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@ -1548,7 +1551,7 @@ void() W_FireLightAssault =
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self.reload_light_assault = self.reload_light_assault + 1;
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if (CheckForReload() == TRUE) return;
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FireBullets (5, dir, '0.1 0.05 0');
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FireBullets (5, dir, '0.15 0.10 0');
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Attack_Finished(0.2);
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};
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