- 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
This commit is contained in:
Adam Olsen 2001-10-09 12:25:52 +00:00
parent f7f447b6f0
commit 1df4a0fd59

View file

@ -1211,14 +1211,17 @@ void(float shotcount, vector dir, vector spread) FireBullets =
direction += AVG (crandom(), crandom()) * spread_x * v_right;
direction += AVG (crandom(), crandom()) * spread_y * v_up;
traceline (src, src + direction * 2048, FALSE, self);
if (self.current_weapon & WEAP_ASSAULT_CANNON)
traceline (src, src + direction * 2048, FALSE, self);
else
traceline (src, src + direction * 1024, FALSE, self);
if (trace_fraction == 1.0)
TraceAttack (0, direction);
else if (self.current_weapon & WEAP_ASSAULT_CANNON) //WK Sinth's bugfix
TraceAttack (5, direction); //WK(12) (6) Reversed from 2.5
TraceAttack (8, direction); //WK(12) (6) Reversed from 2.5
else if (self.current_weapon & WEAP_LIGHT_ASSAULT)
TraceAttack (4, direction);
TraceAttack (3, direction);
else
TraceAttack (6, direction); //WK 4
@ -1548,7 +1551,7 @@ void() W_FireLightAssault =
self.reload_light_assault = self.reload_light_assault + 1;
if (CheckForReload() == TRUE) return;
FireBullets (5, dir, '0.1 0.05 0');
FireBullets (5, dir, '0.15 0.10 0');
Attack_Finished(0.2);
};