White space, indenting, reverted RNG for firebullets. Shotgun, supershotgun, and light assault had spread adjusted. Judokaers no longer get a free ride when they steal assault cannon. Yes, you now need to have enough ammo to use it. Damage and cell use adjusted for the lightning gun. (Causes more damage over a shorter period of time now) Lots and LOTS of old commented out code dropped.

This commit is contained in:
Timothy C. McGrath 2002-10-05 08:03:57 +00:00
parent bffdadb692
commit 540cc6c66d

View file

@ -1073,10 +1073,10 @@ void (float damage, vector dir) TraceAttack =
puff_org = org;
puff_count++;
if (trace_ent.classname == "force_field") { //- OfN - Makes field explosion b4 removing it
FieldExplosion(trace_ent,trace_endpos,trace_ent);
PutFieldWork(trace_ent);
}
if (trace_ent.classname == "force_field") { //- OfN - Makes field explosion b4 removing it
FieldExplosion(trace_ent,trace_endpos,trace_ent);
PutFieldWork(trace_ent);
}
}
};
@ -1092,24 +1092,20 @@ void(float shotcount, vector dir, vector spread) FireBullets =
{
local vector direction;
local vector src;
makevectors (self.v_angle);
src = self.origin + v_forward * 10;
src_z = self.absmin_z + self.size_z * 0.7;
ClearMultiDamage ();
while (shotcount > 0) {
direction = dir;
direction += AVG (crandom(), crandom()) * spread_x * v_right;
direction += AVG (crandom(), crandom()) * spread_y * v_up;
direction = dir + crandom() * spread_x * v_right + crandom() * spread_y * v_up;
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
@ -1148,7 +1144,7 @@ void() W_FireShotgun =
}
deathmsg = DMSG_SHOTGUN;
FireBullets (6, dir, '0.02 0.02 0');
FireBullets (6, dir, '0.03 0.03 0');
};
@ -1179,8 +1175,7 @@ void() W_FireSuperShotgun =
dir = normalize (dir - self.origin);
}
deathmsg = DMSG_SSHOTGUN;
FireBullets (6, dir, '0.05 0.05 0'); //WK 14, 0.14, 0.08
FireBullets (6, dir, '0.05 0.05 0');
FireBullets (14, dir, '0.11 0.06 0'); //WK 14, 0.14, 0.08
};
/*
@ -1386,17 +1381,10 @@ void() W_FireAssaultCannon =
KickPlayer(-4, self);
//WK Judoka's usually don't have enough ammo to shoot this thing...
if (!(self.job & JOB_JUDOKA && self.job & JOB_ACTIVE))
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
dir = aim (self, 100000);
deathmsg = DMSG_ASSAULTCANNON;
FireBullets (5, dir, '0.15 0.10 0');
//We want more of a cone of fire...
// FireBullets (5, dir, '0.2 0.1 0');
// FireBullets (5, dir, '0.4 0.1 0');
// FireBullets (7, dir, '0.16 0.12 0');
// FireBullets (3, dir, '0.12 0.09 0');
};
/*
@ -1428,7 +1416,7 @@ void() W_FireLightAssault =
if (CheckForReload() == TRUE)
return;
FireBullets (5, dir, '0.15 0.10 0');
FireBullets (5, dir, '0.12 0.08 0');
Attack_Finished(0.2);
};
@ -1472,13 +1460,6 @@ void() T_MissileTouch =
if (self.owner.dmg != 0)
damg = self.owner.dmg;
/*
if (self.owner)
if (self.owner.tf_items & NIT_RL_LASER_SIGHT) {
//RPrint("Laser rocket hit!\n");
damg = damg - 10;
}
*/
if (self.has_tesla) //Cluster rockets do less
damg = damg - 25;
@ -1761,33 +1742,20 @@ void() W_FireLightning =
KickPlayer(-2, self);
//WK Allow 6 seconds MAX of firing the lightning gun
#define BIGLIGHT
#ifdef BIGLIGHT
//We do this by capping the maximum ammo at 100, and using all
//cells above that in one tremendous shot
if (self.ammo_cells > 300) {
damage = 22;
self.ammo_cells -= 12;
damage = 25;
self.ammo_cells -= 15;
} else if (self.ammo_cells > 200) {
damage = 18;
self.ammo_cells -= 7;
damage = 20;
self.ammo_cells -= 10;
} else if (self.ammo_cells > 100) {
damage = 14;
self.ammo_cells -= 3;
damage = 17;
self.ammo_cells -= 4;
} else {
damage = 10;
self.ammo_cells -= 1;
damage = 12;
self.ammo_cells -= 1.2;
}
#else
//Or this method, which consumes cells at a rate to ensure we run out
//In a few seconds, no matter what. But resupplying is a bitch.
self.ammo_cells = self.ammo_cells - ceil(self.maxammo_cells / 30);
if (self.ammo_cells < 0)
self.ammo_cells = 0;
//WK 30. Lowered damage to make it a $2200 weapon
damage = 12;
#endif
self.currentammo = self.ammo_cells;
org = self.origin + '0 0 16';