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Add cvar machinegun_norecoil
Add cvar machinegun_norecoil This cvar allows to disable machinegun recoil in single player. The default value is the original Quake 2 behaviour.
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19a6d805a9
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4 changed files with 4 additions and 1 deletions
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@ -75,6 +75,7 @@ cvar_t *randomrespawn;
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cvar_t *g_disruptor;
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cvar_t *g_disruptor;
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cvar_t *aimfix;
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cvar_t *aimfix;
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cvar_t *machinegun_norecoil;
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void SpawnEntities(char *mapname, char *entities, char *spawnpoint);
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void SpawnEntities(char *mapname, char *entities, char *spawnpoint);
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void ClientThink(edict_t *ent, usercmd_t *cmd);
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void ClientThink(edict_t *ent, usercmd_t *cmd);
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@ -634,6 +634,7 @@ extern cvar_t *randomrespawn;
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extern cvar_t *g_disruptor;
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extern cvar_t *g_disruptor;
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extern cvar_t *aimfix;
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extern cvar_t *aimfix;
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extern cvar_t *machinegun_norecoil;
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/* this is for the count of monsters */
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/* this is for the count of monsters */
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#define ENT_SLOTS_LEFT \
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#define ENT_SLOTS_LEFT \
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@ -1475,7 +1475,7 @@ Machinegun_Fire(edict_t *ent)
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ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
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ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
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/* raise the gun as it is firing */
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/* raise the gun as it is firing */
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if (!deathmatch->value)
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if (!(deathmatch->value || machinegun_norecoil->value))
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{
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{
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ent->client->machinegun_shots++;
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ent->client->machinegun_shots++;
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@ -259,6 +259,7 @@ InitGame(void)
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/* others */
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/* others */
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aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
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aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
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machinegun_norecoil = gi.cvar("machinegun_norecoil", "0", CVAR_ARCHIVE);
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/* items */
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/* items */
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InitItems ();
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InitItems ();
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