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o Removed shotgun falloff
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@179 67975925-1194-0748-b3d5-c16f83f1a3a1
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3 changed files with 2 additions and 18 deletions
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@ -1728,25 +1728,9 @@ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecD
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{
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int theAdjustedDamage = iDamage*theScalar;
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if(theAdjustedDamage)
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{
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if ( isShotgun && !( theEntityHit->pev->iuser3 & AVH_USER3_BREAKABLE) )
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{
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float distance=fabs((vecSrc - theEntityHit->pev->origin).Length());
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if ( distance > BALANCE_FVAR(kShotgunDamageRange) )
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{
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float fallOffDistance=distance-BALANCE_FVAR(kShotgunDamageRange);
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float fallOff=max(0.0, 1.0f-(fallOffDistance/(kSGRange/2)));
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theAdjustedDamage*=fallOff;
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}
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}
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if ( theAdjustedDamage ) {
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if(theAdjustedDamage) {
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theEntityHit->TraceAttack(pevAttacker, theAdjustedDamage, vecDir, &tr, theDamageType | ((theAdjustedDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) );
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}
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// TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
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// DecalGunshot( &tr, iBulletType );
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}
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}
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}
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// make bullet trails
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