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.
This commit is contained in:
De-Seppe 2021-09-27 12:56:22 +02:00
parent 9132c558d4
commit 41a134a195
4 changed files with 6 additions and 2 deletions

View File

@ -86,6 +86,7 @@ cvar_t *sv_maplist;
cvar_t *gib_on;
cvar_t *aimfix;
cvar_t *machinegun_norecoil;
void SpawnEntities(char *mapname, char *entities, char *spawnpoint);
void ClientThink(edict_t *ent, usercmd_t *cmd);

View File

@ -549,6 +549,7 @@ extern cvar_t *flood_waitdelay;
extern cvar_t *sv_maplist;
extern cvar_t *aimfix;
extern cvar_t *machinegun_norecoil;
#define world (&g_edicts[0])

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@ -1249,7 +1249,7 @@ Machinegun_Fire(edict_t *ent)
ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
/* raise the gun as it is firing */
if (!deathmatch->value)
if (!(deathmatch->value || machinegun_norecoil->value))
{
ent->client->machinegun_shots++;
@ -1258,7 +1258,8 @@ Machinegun_Fire(edict_t *ent)
ent->client->machinegun_shots = 9;
}
}
/* get start / end positions */
VectorAdd(ent->client->v_angle, ent->client->kick_angles, angles);
AngleVectors(angles, forward, right, NULL);

View File

@ -273,6 +273,7 @@ InitGame(void)
/* others */
aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
machinegun_norecoil = gi.cvar("machinegun_norecoil", "0", CVAR_ARCHIVE);
/* items */
InitItems();