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Finishing touches to thowables
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3 changed files with 10 additions and 9 deletions
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@ -1,7 +1,7 @@
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#if !defined(vr_client_info_h)
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#define vr_client_info_h
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#define NUM_WEAPON_SAMPLES 72
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#define NUM_WEAPON_SAMPLES 10
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typedef struct {
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float fov;
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@ -62,6 +62,7 @@ extern vmCvar_t g_gametype;
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#define DELAY_PISTOL 100 // colt, luger, sp5, cross
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#define DELAY_SHOULDER 50 // rl
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#define DELAY_THROW 250 // grenades, dynamite
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#define DELAY_THROW_VR 15 // grenades, dynamite
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// [0] = maxammo - max player ammo carrying capacity.
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// [1] = uses - how many 'rounds' it takes/costs to fire one cycle.
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@ -95,7 +96,7 @@ ammotable_t ammoTable[] = {
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{ MAX_AMMO_9MM, 1, 32, 2600, DELAY_LOW, 100, 0, 0, MOD_MP40 }, // WP_MP40 // 3
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{ MAX_AMMO_MAUSER,1, 10, 2500, DELAY_HIGH, 1200, 0, 0, MOD_MAUSER }, // WP_MAUSER // 4 // NOTE: authentic clips are 5/10/25 rounds
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{ MAX_AMMO_FG42, 1, 20, 2000, DELAY_LOW, 200, 0, 0, MOD_FG42 }, // WP_FG42 // 5
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{ 15, 1, 15, 1000, DELAY_THROW, 1600, 0, 0, MOD_GRENADE_LAUNCHER }, // WP_GRENADE_LAUNCHER // 6
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{ 15, 1, 15, 1000, DELAY_THROW_VR, 1600, 0, 0, MOD_GRENADE_LAUNCHER }, // WP_GRENADE_LAUNCHER // 6
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{ 5, 1, 1, 1000, DELAY_SHOULDER, 2000, 0, 0, MOD_PANZERFAUST }, // WP_PANZERFAUST // 7
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// { MAX_AMMO_VENOM, 1, 500, 3000, 750, 30, 5000, 200, MOD_VENOM }, // WP_VENOM // -
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{ MAX_AMMO_VENOM, 1, 500, 3000, 750, 45, 5000, 200, MOD_VENOM }, // WP_VENOM // 8 // JPW NOTE: changed next_shot 50->45 to genlock firing to every server frame (fire rate shouldn't be framerate dependent now)
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@ -108,7 +109,7 @@ ammotable_t ammoTable[] = {
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{ MAX_AMMO_45, 1, 30, 2400, DELAY_LOW, 120, 0, 0, MOD_THOMPSON }, // WP_THOMPSON // 14 // NOTE: also 50 round drum magazine
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{ MAX_AMMO_GARAND,1, 5, 2500, DELAY_HIGH, 1200, 0, 0, MOD_GARAND }, // WP_GARAND // 15 // NOTE: always 5 round clips
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// { MAX_AMMO_BAR, 1, 20, 2000, DELAY_LOW, 200, 0, 0, MOD_BAR }, // WP_BAR // 16
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{ 15, 1, 15, 1000, DELAY_THROW, 1600, 0, 0, MOD_GRENADE_PINEAPPLE }, // WP_GRENADE_PINEAPPLE // 17
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{ 15, 1, 15, 1000, DELAY_THROW_VR, 1600, 0, 0, MOD_GRENADE_PINEAPPLE }, // WP_GRENADE_PINEAPPLE // 17
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// { 5, 1, 5, 1000, DELAY_SHOULDER, 1200, 0, 0, MOD_ROCKET_LAUNCHER }, // WP_ROCKET_LAUNCHER // 18
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{ MAX_AMMO_MAUSER,1, 10, 3000, 0, 1700, 0, 0, MOD_SNIPERRIFLE }, // WP_SNIPER_GER // 19
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@ -125,7 +126,7 @@ ammotable_t ammoTable[] = {
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{ 999, 0, 999, 0, 50, 0, 0, 0, 0 }, // WP_CLASS_SPECIAL // 28 // class_special
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// { 100, 1, 100, 1000, DELAY_PISTOL, 900, 0, 0, MOD_CROSS }, // WP_CROSS // 29
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{ 10, 1, 10, 1000, DELAY_THROW, 1600, 0, 0, MOD_DYNAMITE }, // WP_DYNAMITE // 30
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{ 10, 1, 10, 1000, DELAY_THROW_VR, 1600, 0, 0, MOD_DYNAMITE }, // WP_DYNAMITE // 30
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// { 10, 1, 10, 1000, DELAY_THROW, 1600, 0, 0, MOD_DYNAMITE }, // WP_DYNAMITE2 // 31
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// stubs for some "not-real" weapons (so they always return "yes, you have enough ammo for that gauntlet", etc.)
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@ -1212,8 +1212,8 @@ gentity_t *weapon_crowbar_throw( gentity_t *ent ) {
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return m;
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}
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#define OLDEST_READING 24
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#define NEWEST_READING 20
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#define OLDEST_READING 7
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#define NEWEST_READING 3
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gentity_t *weapon_grenadelauncher_fire_vr( gentity_t *ent, int grenType ) {
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gentity_t *m, *te; // JPW NERVE
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@ -1240,13 +1240,13 @@ gentity_t *weapon_grenadelauncher_fire_vr( gentity_t *ent, int grenType ) {
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// pineapples are not thrown as far as mashers
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if ( grenType == WP_GRENADE_LAUNCHER )
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{
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power = 6;
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power = 4;
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} else if ( grenType == WP_GRENADE_PINEAPPLE )
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{
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power = 4;
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power = 3;
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}
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else { // WP_DYNAMITE
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power = 3;
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power = 2.5;
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}
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//And then throw..
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