More changes...

- Updated NPC stats and weapon tweaks from @bummser
- Updated g_saberMoveSpeed to 2
- vr_weapon_velocity_trigger is now 2.6
This commit is contained in:
Simon 2022-10-13 23:33:20 +01:00
parent 19ee9179e8
commit 948ea7507e
6 changed files with 661 additions and 51 deletions

View file

@ -1279,7 +1279,7 @@ void JKVR_Init()
vr_immersive_cinematics = Cvar_Get("vr_immersive_cinematics", "0", CVAR_ARCHIVE);
vr_screen_dist = Cvar_Get( "vr_screen_dist", "2.5", CVAR_ARCHIVE);
vr_weapon_velocity_trigger = Cvar_Get( "vr_weapon_velocity_trigger", "1.6", CVAR_ARCHIVE);
vr_weapon_velocity_trigger = Cvar_Get( "vr_weapon_velocity_trigger", "2.3", CVAR_ARCHIVE);
}

View file

@ -666,7 +666,7 @@ void G_InitCvars( void ) {
debug_subdivision = gi.cvar( "debug_subdivision", "0", CVAR_ARCHIVE );//debug for dismemberment
g_dismemberProbabilities = gi.cvar ( "g_dismemberProbabilities", "1", CVAR_ARCHIVE );//0 = ignore probabilities, 1 = use probabilities
g_saberDamageCapping = gi.cvar( "g_saberDamageCapping", "1", CVAR_CHEAT );//caps damage of sabers vs players and NPC who use sabers
g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "1", CVAR_CHEAT );//how fast you run while attacking with a saber
g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "2", CVAR_CHEAT );//how fast you run while attacking with a saber
g_saberAnimSpeed = gi.cvar( "g_saberAnimSpeed", "1", CVAR_CHEAT );//how fast saber animations run
g_saberAutoAim = gi.cvar( "g_saberAutoAim", "1", CVAR_CHEAT );//auto-aims at enemies when not moving or when just running forward
g_saberNewControlScheme = gi.cvar( "g_saberNewControlScheme", "0", CVAR_ARCHIVE );//use +forcefocus to pull off all the special moves

View file

@ -587,7 +587,7 @@ void G_InitCvars( void ) {
g_saberAutoDeflect1stPerson = gi.cvar( "g_saberAutoDeflect1stPerson", "0", CVAR_ARCHIVE|CVAR_CHEAT );//Whether the saber will auto deflect missiles in first person
g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "0", CVAR_ARCHIVE|CVAR_CHEAT );//must press +block button to do any blocking
g_saberRealisticCombat = gi.cvar( "g_saberRealisticCombat", "1", CVAR_ARCHIVE );//makes collision more precise, increases damage
g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "1", CVAR_ARCHIVE|CVAR_CHEAT );//how fast you run while attacking with a saber
g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "2", CVAR_ARCHIVE|CVAR_CHEAT );//how fast you run while attacking with a saber
g_saberAnimSpeed = gi.cvar( "g_saberAnimSpeed", "1", CVAR_ARCHIVE|CVAR_CHEAT );//how fast saber animations run
g_saberAutoAim = gi.cvar( "g_saberAutoAim", "1", CVAR_ARCHIVE|CVAR_CHEAT );//auto-aims at enemies when not moving or when just running forward

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@ -1,4 +1,4 @@
//Star Wars
//Star Wars // Altered for JK:Quest VR by Team Beef
/*
defaults and explanations of fields:
aggression 3 How likely they are to attack (from 1 (least) to 5 (most))
@ -1081,7 +1081,7 @@ StormTrooper
surfOn "torso_armor_neck_augment torso_body_neck_augment"
health 30
headPitchRangeDown 30
reactions 2 //3
reactions 3 //3
aim 1
move 2 //3
aggression 2 //3
@ -1116,7 +1116,7 @@ StormTrooper2
surfOn "torso_armor_neck_augment torso_body_neck_augment"
health 30
headPitchRangeDown 30
reactions 2 //3
reactions 3 //3
aim 1
move 2 //3
aggression 2 //3
@ -1152,13 +1152,13 @@ STOfficer
health 60
headPitchRangeDown 30
reactions 3 //5
aim 3 //5
aim 4 //5
move 3 //5
aggression 3 //5
aggression 4 //5
evasion 3 //5
intelligence 5
rank ensign
scale 105
scale 102 //105 (looked oddly huge in vr)
playerTeam enemy
enemyTeam player
// race klingon
@ -1186,9 +1186,9 @@ StormPilot
health 30
headPitchRangeDown 30
reactions 3
aim 3 //5
aim 4 //5
move 2 //3
aggression 2 //3
aggression 3 //3
evasion 1
intelligence 5
rank crewman
@ -1220,13 +1220,13 @@ STOfficerAlt
health 60
headPitchRangeDown 30
reactions 3 //5
aim 3 //5
aim 4 //5
move 3 //5
aggression 3 //5
evasion 2 //5
aggression 4 //5
evasion 3 //5
intelligence 5
rank ensign
scale 105
scale 102 //105 (dimensions looked huge in vr)
playerTeam enemy
enemyTeam player
// race klingon
@ -1255,14 +1255,14 @@ STCommander
surfOff "torso_armor_neck_augment torso_body_neck_augment"
health 60
headPitchRangeDown 30
reactions 4
reactions 3 //4
aim 4
move 3
aggression 4
evasion 3
intelligence 5
rank ensign
scale 105
scale 102 //105 (dimensions too were too huge in vr, compared to default stromtrooper)
playerTeam enemy
enemyTeam player
// race klingon
@ -1447,11 +1447,11 @@ ImpCommander
surfOff l_arm_key
customSkin commander
health 80
reactions 3 //4
reactions 4
aim 4
move 2 //4
aggression 3 //4
evasion 2 //4
move 3 //4
aggression 4 //4
evasion 4 //4
intelligence 4
rank commander
playerTeam enemy
@ -1579,11 +1579,11 @@ RebornAcrobat
customSkin acrobat
saberColor red
rank crewman
reactions 1 //2
aim 1 //3
move 1 //5
aggression 1 //3
evasion 1 //3
reactions 5 //3
aim 5 //3
move 4 //5
aggression 3 //3
evasion 2 //3
intelligence 5
hfov 160
vfov 160
@ -1597,8 +1597,8 @@ RebornAcrobat
sndjedi reborn1
yawSpeed 140
walkSpeed 55
runSpeed 60 //200
health 50 //100
runSpeed 120 //200
health 100 //200
dismemberProbHead 0
dismemberProbArms 20
dismemberProbLegs 0
@ -1610,15 +1610,15 @@ Reborn
{
playerModel reborn
saberColor red
reactions 1
aim 1
move 1
aggression 1
evasion 1
reactions 3 //1
aim 3 //1
move 2 //1
aggression 2
evasion 2 //1
intelligence 1
hfov 120
vfov 120
scale 94
scale 96 //94
playerTeam enemy
enemyTeam player
// race human
@ -1628,8 +1628,8 @@ Reborn
sndjedi reborn1
yawSpeed 60
walkSpeed 45
runSpeed 50 //180
health 25 //40
runSpeed 105 //180
health 40
dismemberProbHead 0
dismemberProbArms 20
dismemberProbLegs 0
@ -1643,11 +1643,11 @@ RebornForceUser
customSkin forceuser
saberColor red
rank ensign
reactions 2
aim 2
move 3 //5
aggression 2
evasion 2
reactions 5 //5
aim 5 //5
move 4
aggression 4 //3
evasion 5 //4
intelligence 5
hfov 160
vfov 160
@ -1661,8 +1661,8 @@ RebornForceUser
sndjedi reborn2
yawSpeed 80
walkSpeed 55
runSpeed 55 //200
health 60 //100
runSpeed 120 // 200
health 100 //100
dismemberProbHead 0
dismemberProbArms 20
dismemberProbLegs 0
@ -1676,11 +1676,11 @@ RebornFencer
customSkin fencer
saberColor red
rank ltjg
reactions 1 //3
aim 1 //3
move 1 //5
aggression 1 //4
evasion 2 //3
reactions 5 //3
aim 5 //3
move 5
aggression 5
evasion 4
intelligence 5
hfov 160
vfov 160
@ -1694,8 +1694,8 @@ RebornFencer
sndjedi reborn2
yawSpeed 140
walkSpeed 55
runSpeed 70 //200
health 70 //100
runSpeed 120 //200
health 100 //100
dismemberProbHead 0
dismemberProbArms 20
dismemberProbLegs 0

View file

@ -0,0 +1,610 @@
// EXTERNAL WEAPON & AMMO DATA
//
// NOTE!!!!!!!!! Weapontype must start the block of weapon data.
// NOTE!!!!!!!!! Ammo must start the block of ammo data.
//
// Weapontype - weapon data is associated with which weapon (must be first)
// WP_NONE
// WP_PHASER
// WP_COMPRESSION_RIFLE
// WP_IMOD
// WP_SCAVENGER_RIFLE
// WP_STASIS
// WP_GRENADE_LAUNCHER,
// WP_TETRION_DISRUPTOR,
// WP_DREADNOUGHT,
// WP_QUANTUM_BURST,
// WP_BORG_WEAPON
// WP_BORG_TASER
// WP_BORG_ASSIMILATOR
// WP_BORG_DRILL
// WP_TRICORDER
//
// Weaponclass - weapon name
// Weaponmodel - weapon model used in game
// weaponicon - interface image
// Ammotype - type of power weapon needs to fire
// 0 - No power
// 1 - Star Fleet power
// 2 - Alien Crystal power
// 3 - Phaser power
// Ammolowcount - amount when "Low ammo" warning appears on screen
// Flashcolor - color generate by weapon flash (R,G,B)
// Firingsound - sound file used when firing
// altfiringsound - sound file used when alt-firing
// flashsound - sound file used by flash
// altflashsound - sound file used by an alt-fire flash
// stopsound - sound file used when a firing sound stops
// Firetime - amount of time between firings
// altfireTime - for alt fire
// Range - range of weapon
// energyPerShot - amount of energy used per shot
// altenergypershot- for alt fire
// barrelcount - number of barrels the model has (weaponname_b?.md3)
// missileModel - missile .md3
// altmissileModel - alternate missile .md3
// missileSound - played while flying
// altmissileSound - alternate missile launch sound
// missileLight - intensity of lightsource for missile - if 0.0 then none (float)
// altmissileLight - alternate missile light
// missileLightColor - color in three float style R, G, B (0.0 to 1.0) - NOTE - if you have a light, you MUST HAVE THESE
// altmissileLightColor - alternate color in three float style R, G, B (0.0 to 1.0)
// missileHitSound - played on impact
// altmissileHitSound - for alt fire
// missileFuncName - missile fly function
// altmissileFuncName - for alt fire
//
// FUNCTION NAMES
// borgfunc
// scavengerfunc
// altscavengerfunc
// stasisfunc
// grenadefunc
// altgrenadefunc
// tetrionfunc
// dreadnoughtfunc
// quantumfunc
// quantumaltfunc
// botrocketfunc
// forgeprojfunc
// forgeprojfunc2
// forgepsychfunc
// parasiteacidfunc
// stasisattackfunc
// loaderlaserfunc
// botprojfunc
//
// For AMMO Types
// ammoicon - STRING
// ammomax - INT
// WP_NULL
{
WEAPONTYPE WP_NONE
}
// WP_STUN_BATON
{
weapontype WP_STUN_BATON
weaponclass weapon_stun_baton
weaponmodel models/weapons2/stun_baton/baton.md3
weaponIcon gfx/hud/w_icon_stunbaton
firingsound sound/weapons/baton/idle.wav
barrelcount 3
ammotype 1
ammolowcount 5
energypershot 0
firetime 400
range 8192
altenergypershot 0
altfiretime 400
altrange 8192
}
// WP_SABER
{
weapontype WP_SABER
weaponclass weapon_saber
weaponmodel models/weapons2/saber/saber_w.md3
weaponIcon gfx/hud/w_icon_lightsaber
firingsound sound/weapons/saber/saberhum1.wav
ammotype 1
ammolowcount 5
energypershot 1
firetime 100
range 8192
altenergypershot 3
altfiretime 100
altrange 8192
missilemodel models/weapons2/saber/saber_w.md3
}
// WP_BRYAR_PISTOL
{
weapontype WP_BRYAR_PISTOL
weaponclass weapon_bryar_pistol
weaponmodel models/weapons2/briar_pistol/briar_pistol.md3
weaponIcon gfx/hud/w_icon_briar
missileFuncName bryar_func
altmissileFuncName bryar_alt_func
ammotype 2
ammolowcount 15
energypershot 1
firetime 300 //400
range 8192
altenergypershot 1
altfiretime 400
altrange 8192
muzzleEffect bryar/muzzle_flash
altmuzzleEffect bryar/altmuzzle_flash
altchargesound sound/weapons/bryar/altcharge.wav
selectSound sound/weapons/bryar/select.wav
}
// WP_BLASTER
{
weapontype WP_BLASTER
weaponclass weapon_blaster
weaponmodel models/weapons2/blaster_r/blaster.md3
weaponIcon gfx/hud/w_icon_blaster
ammotype 2
ammolowcount 15
energypershot 1
firetime 300 //350
range 8192
altenergypershot 2
altfiretime 150
altrange 8192
missileFuncName blaster_func
altmissileFuncName blaster_alt_func
muzzleEffect blaster/muzzle_flash
altmuzzleEffect blaster/altmuzzle_flash
selectSound sound/weapons/blaster/select.wav
}
// WP_DISRUPTOR
{
weapontype WP_DISRUPTOR
weaponclass weapon_disruptor
weaponmodel models/weapons2/disruptor/disruptor.md3
weaponIcon gfx/hud/w_icon_disruptor
ammotype 3
ammolowcount 15
energypershot 3
barrelcount 1
firetime 600
range 8192
altenergypershot 3
altfiretime 1300
altrange 8192
muzzleEffect disruptor/muzzle_flash
altmuzzleEffect disruptor/altmuzzle_flash
selectSound sound/weapons/disruptor/select.wav
altchargesound sound/weapons/disruptor/altCharge.wav
}
// WP_BOWCASTER
{
weapontype WP_BOWCASTER
weaponclass weapon_bowcaster
weaponmodel models/weapons2/bowcaster/bowcaster.md3
weaponIcon gfx/hud/w_icon_bowcaster
altchargesound sound/weapons/bowcaster/altcharge.wav
ammotype 3
ammolowcount 15
energypershot 5
firetime 750
range 8192
altenergypershot 5
altfiretime 400
altrange 8192
missileFuncName bowcaster_func
altmissileFuncName bowcaster_func
muzzleEffect bowcaster/muzzle_flash
altmuzzleEffect bowcaster/altmuzzle_flash
selectSound sound/weapons/bowcaster/select.wav
chargesound sound/weapons/bowcaster/altcharge.wav
}
// WP_REPEATER
{
weapontype WP_REPEATER
weaponclass weapon_repeater
weaponmodel models/weapons2/heavy_repeater/heavy_repeater.md3
weaponIcon gfx/hud/w_icon_repeater
ammotype 4
ammolowcount 25
energypershot 1
firetime 50
range 8192
altenergypershot 8
altfiretime 800
altrange 8192
barrelcount 1
missileFuncName repeater_func
altmissileFuncName repeater_alt_func
muzzleEffect repeater/muzzle_flash
altmuzzleEffect repeater/altmuzzle_flash
selectSound sound/weapons/repeater/select.wav
}
// WP_DEMP2
{
weapontype WP_DEMP2
weaponclass weapon_demp2
weaponmodel models/weapons2/demp2/demp2.md3
weaponIcon gfx/hud/w_icon_demp2
ammotype 3
ammolowcount 15
energypershot 8
firetime 450
range 8192
altenergypershot 10
altfiretime 1200
altrange 8192
missileFuncName demp2_func
muzzleEffect demp2/muzzle_flash
altmissileFuncName demp2_alt_func
altmuzzleEffect demp2/altmuzzle_flash
selectSound sound/weapons/demp2/select.wav
altchargesound sound/weapons/demp2/altCharge.wav
}
// WP_FLECHETTE
{
weapontype WP_FLECHETTE
weaponclass weapon_flechette
weaponmodel models/weapons2/golan_arms/golan_arms.md3
barrelcount 1
ammotype 4
ammolowcount 15
firetime 550
energypershot 8
range 8192
weaponIcon gfx/hud/w_icon_flechette
altenergypershot 8
altfiretime 400
altrange 8192
missileFuncName flechette_func
missileModel models/weapons2/golan_arms/projectileMain.md3
altmissileFuncName flechette_alt_func
muzzleEffect flechette/muzzle_flash
altmuzzleEffect flechette/altmuzzle_flash
altmissileModel models/weapons2/golan_arms/projectile.md3
selectSound sound/weapons/flechette/select.wav
}
// WP_ROCKET_LAUNCHER
{
weapontype WP_ROCKET_LAUNCHER
weaponclass weapon_rocket_launcher
weaponmodel models/weapons2/merr_sonn/merr_sonn.md3
ammotype 5
ammolowcount 1
firetime 600
energypershot 1
range 8192
weaponIcon gfx/hud/w_icon_merrsonn
barrelcount 1
altenergypershot 1
altfiretime 1000
altrange 8192
missileLight 125
missileLightColor 1.0 1.0 0.5
altmissileLight 125
altmissileLightColor 1.0 1.0 0.5
missileFuncName rocket_func
altmissileFuncName rocket_alt_func
muzzleEffect rocket/muzzle_flash2
altmuzzleEffect rocket/altmuzzle_flash
missileModel models/weapons2/merr_sonn/projectile.md3
altmissileModel models/weapons2/merr_sonn/projectile.md3
missilesound sound/weapons/rocket/missleloop.wav
altmissilesound sound/weapons/rocket/missleloop.wav
selectSound sound/weapons/rocket/select.wav
}
// WP_THERMAL
{
weapontype WP_THERMAL
weaponclass weapon_thermal
weaponmodel models/weapons2/thermal/thermal.md3
weaponIcon gfx/hud/w_icon_thermal
ammotype 7
ammolowcount 1
energypershot 1
firetime 800
range 8192
altenergypershot 1
altfiretime 400
altrange 8192
missileModel models/weapons2/thermal/thermal_proj.md3
altmissileModel models/weapons2/thermal/thermal_proj.md3
barrelcount 0
chargesound sound/weapons/thermal/charge.wav
altchargesound sound/weapons/thermal/charge.wav
selectSound sound/weapons/thermal/select.wav
muzzleEffect thermal/muzzle_flash
}
// WP_TRIP_MINE
{
weapontype WP_TRIP_MINE
weaponclass weapon_trip_mine
weaponmodel models/weapons2/laser_trap/laser_trap.md3
weaponIcon gfx/hud/w_icon_tripmine
ammotype 8
ammolowcount 1
energypershot 1
firetime 800
range 8192
altenergypershot 1
altfiretime 400
altrange 8192
missileModel models/weapons2/laser_trap/laser_trap_w.glm
altmissileModel models/weapons2/laser_trap/laser_trap_w.glm
selectSound sound/weapons/detpack/select.wav
muzzleEffect tripmine/muzzle_flash
}
// WP_DET_PACK
{
weapontype WP_DET_PACK
weaponclass weapon_det_pack
weaponmodel models/weapons2/detpack/det_pack.md3
weaponIcon gfx/hud/w_icon_detpack
ammotype 9
ammolowcount 1
energypershot 1
firetime 800
range 8192
altenergypershot 0
altfiretime 400
altrange 8192
missileModel models/weapons2/detpack/det_pack_proj.glm
selectSound sound/weapons/detpack/select.wav
muzzleEffect detpack/muzzle_flash
}
// WP_EMPLACED_GUN
{
weapontype WP_EMPLACED_GUN
weaponclass weapon_emplaced_gun
weaponmodel models/weapons2/noweap/noweap.md3
altenergypershot 1
altrange 8192
missileFuncName emplaced_func
altmissileFuncName emplaced_func
ammotype 6
ammolowcount 15
energypershot 1
firetime 150
altfiretime 150
range 8192
muzzleEffect emplaced/muzzle_flash
}
// WP_BOT_LASER
{
weapontype WP_BOT_LASER
weaponclass weapon_bryar_pistol
weaponmodel models/weapons2/noweap/noweap.md3
//flashsound sound/weapons/probe/fire.wav
//altflashsound sound/weapons/probe/alt_fire.wav
altenergypershot 0
altrange 8192
missileFuncName bryar_func
ammotype 1
ammolowcount 15
energypershot 2
firetime 1600
range 8192
}
// WP_MELEE
{
weapontype WP_MELEE
weaponclass weapon_melee
weaponmodel models/weapons2/noweap/noweap.md3
ammotype 3
ammolowcount 5
energypershot 0
firetime 1000
range 1024
}
// WP_ATST_MAIN
{
weapontype WP_ATST_MAIN
weaponclass weapon_atst_main
weaponmodel models/weapons2/noweap/noweap.md3
weaponIcon gfx/hud/w_icon_atst
//flashsound sound/weapons/atst/ATSTfire1.wav
//altflashsound sound/weapons/atst/ATSTfire2.wav
altenergypershot 1
altrange 8192
missileFuncName atstmain_func
altmissileFuncName atstmain_func
ammotype 6
ammolowcount 15
energypershot 1
firetime 200
altfiretime 150
range 8192
muzzleEffect emplaced/muzzle_flash
}
// WP_ATST_SIDE
{
weapontype WP_ATST_SIDE
weaponclass weapon_atst_side
weaponmodel models/weapons2/noweap/noweap.md3
weaponIcon gfx/hud/w_icon_atstside
//flashsound sound/weapons/atst/ATSTfire3.wav
//altflashsound sound/weapons/atst/ATSTfire4.wav
altenergypershot 1
altrange 8192
altmissileModel models/weapons2/merr_sonn/projectile.md3
missileFuncName atst_side_main_func
altmissileFuncName atst_side_alt_func
muzzleEffect emplaced/muzzle_flash
altmuzzleEffect emplaced/muzzle_flash
ammotype 6
ammolowcount 15
energypershot 1
firetime 400
altfiretime 1000
range 8192
}
// WP_TIE_FIGHTER
{
weapontype WP_TIE_FIGHTER
weaponclass weapon_tie_fighter
weaponmodel models/weapons2/noweap/noweap.md3
weaponIcon icons/w_icon_tie
//flashsound sound/weapons/tie_fighter/tie_fire.wav
//altflashsound sound/weapons/tie_fighter/tie_fire2.wav
altenergypershot 1
altrange 8192
missileFuncName emplaced_func
altmissileFuncName emplaced_func
ammotype 6
ammolowcount 15
energypershot 1
firetime 400
altfiretime 400
range 8192
muzzleEffect emplaced/muzzle_flash
}
// WP_RAPID_FIRE_CONC
{
weapontype WP_RAPID_FIRE_CONC
weaponclass weapon_radid_concussion
weaponmodel models/weapons2/noweap/noweap.md3
weaponIcon icons/w_icon_tie
//flashsound sound/weapons/rapid_conc/fire.wav
//altflashsound sound/weapons/rapid_conc/alt_fire.wav
altenergypershot 1
altrange 8192
missileFuncName emplaced_func
altmissileFuncName repeater_alt_func
ammotype 6
ammolowcount 15
energypershot 1
firetime 400
altfiretime 1000
range 8192
muzzleEffect emplaced/muzzle_flash
}
// WP_BLASTER_PISTOL
{
weapontype WP_BLASTER_PISTOL
weaponclass weapon_blaster_pistol
weaponmodel models/weapons2/imp_pistol/pistol.md3
//flashsound sound/weapons/npc_blaster/fire.wav
//altflashsound sound/weapons/npc_blaster/alt_fire.wav
missileFuncName bryar_func
altmissileFuncName bryar_alt_func
ammotype 2
ammolowcount 15
energypershot 2
firetime 400
range 8192
altenergypershot 2
altfiretime 400
altrange 8192
muzzleEffect bryar/muzzle_flash
}
// WP_TURRET
{
weapontype WP_TURRET
weaponclass weapon_turret
weaponmodel models/weapons2/noweap/noweap.md3
weaponIcon icons/w_icon_turret
altenergypershot 1
altrange 8192
missileFuncName turret_func
ammotype 6
ammolowcount 15
energypershot 1
firetime 400
altfiretime 400
range 8192
muzzleEffect turret/muzzle_flash
}
// AMMO_NONE
{
AMMOTYPE AMMO_NONE
}
// AMMO_FORCE
{
AMMO AMMO_FORCE
AMMOMAX 100
}
// AMMO_BLASTER
{
AMMO AMMO_BLASTER
AMMOMAX 300
}
// AMMO_POWERCELL
{
AMMO AMMO_POWERCELL
AMMOMAX 300
}
// AMMO_METAL_BOLTS
{
AMMO AMMO_METAL_BOLTS
AMMOMAX 400
}
// AMMO_ROCKETS
{
AMMO AMMO_ROCKETS
AMMOMAX 10
}
// AMMO_EMPLACED
{
AMMO AMMO_EMPLACED
AMMOMAX 999
}
// AMMO_THERMAL
{
AMMO AMMO_THERMAL
AMMOMAX 10
}
// AMMO_TRIPMINE
{
AMMO AMMO_TRIPMINE
AMMOMAX 5
}
// AMMO_DETPACK
{
AMMO AMMO_DETPACK
AMMOMAX 5
}