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Reduce harshness of repair caps
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1b75bbdddf
commit
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2 changed files with 6 additions and 6 deletions
8
defs.qh
8
defs.qh
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@ -576,9 +576,9 @@ float (entity e) EF_GlowColor;
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// Amount of CELLS you can repair something in one go (NOT HEALTH! health is 5x this)
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// this is going to be tweaked a lot
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#define BUILD_DISPENSER_REPAIR 15 // 3 repairs
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#define BUILD_SENTRYGUN_REPAIR 20 // 3 repairs
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#define BUILD_TESLA_REPAIR 30 // a lot of repairs for many teslas, 2 for regular ones
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#define BUILD_DISPENSER_REPAIR 20 // 2 repairs
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#define BUILD_SENTRYGUN_REPAIR 40 // 2-ish for l3, 1 for l1 sents
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#define BUILD_TESLA_REPAIR 40 // a lot of repairs for many teslas, 1 for regular ones
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#define BUILD_CAMERA_REPAIR 50 // 2 repairs
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#define BUILD_SENSOR_REPAIR 50 // 1 repair (these things get attacked a lot)
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#define BUILD_TELEPORT_REPAIR 30 // 2 or 3
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@ -586,7 +586,7 @@ float (entity e) EF_GlowColor;
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// same, but for amount you can recharge. this is the same as the number of cells used
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#define BUILD_TESLA_RECHARGE 100
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#define BUILD_TESLA_RECHARGE 200
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#define BUILD_TELEPORT_RECHARGE 100
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#define BUILD_FIELDGEN_RECHARGE 50
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@ -1450,9 +1450,9 @@ void(float num) W_FireAssaultCannon =
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if (!(self.flags & FL_ONGROUND)) {
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if (!self.waterlevel || (self.tf_items & NIT_SCUBA))
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self.velocity -= 10 * num * dir;
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self.velocity -= 5 * num * dir;
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else
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self.velocity -= 25 * num * dir;
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self.velocity -= 10 * num * dir;
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}
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};
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